Mesh.SetIntUniform Method
Definition
Important
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Overloads
SetIntUniform(String, Int32) |
Sets the uniform value corresponding to the shader assigned to the mesh. |
SetIntUniform(String, Int32[]) |
Sets the uniform value corresponding to the shader assigned to the mesh. |
SetIntUniform(String, Int32, Int32) |
Sets the uniform value corresponding to the shader assigned to the mesh. |
SetIntUniform(String, Int32, Int32, Int32) |
Sets the uniform value corresponding to the shader assigned to the mesh. |
SetIntUniform(String, Int32, Int32, Int32, Int32) |
Sets the uniform value corresponding to the shader assigned to the mesh. |
SetIntUniform(String, Int32)
Sets the uniform value corresponding to the shader assigned to the mesh.
[Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;I)V", "GetSetIntUniform_Ljava_lang_String_IHandler", ApiSince=34)]
public virtual void SetIntUniform (string uniformName, int value);
[<Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;I)V", "GetSetIntUniform_Ljava_lang_String_IHandler", ApiSince=34)>]
abstract member SetIntUniform : string * int -> unit
override this.SetIntUniform : string * int -> unit
Parameters
- uniformName
- String
name matching the int uniform declared in the shader program.
- value
- Int32
value corresponding to the int uniform with the given name.
- Attributes
Remarks
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than int or int[1] then an IllegalArgumentException is thrown.
Java documentation for android.graphics.Mesh.setIntUniform(java.lang.String, int)
.
Portions of this page are modifications based on work created and shared by the Android Open Source Project and used according to terms described in the Creative Commons 2.5 Attribution License.
Applies to
SetIntUniform(String, Int32[])
Sets the uniform value corresponding to the shader assigned to the mesh.
[Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;[I)V", "GetSetIntUniform_Ljava_lang_String_arrayIHandler", ApiSince=34)]
public virtual void SetIntUniform (string uniformName, int[] values);
[<Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;[I)V", "GetSetIntUniform_Ljava_lang_String_arrayIHandler", ApiSince=34)>]
abstract member SetIntUniform : string * int[] -> unit
override this.SetIntUniform : string * int[] -> unit
Parameters
- uniformName
- String
name matching the int uniform declared in the shader program.
- values
- Int32[]
int values corresponding to the vec4 int uniform with the given name.
- Attributes
Remarks
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than an int (for N=1), ivecN, or int[N], where N is the length of the values param, then an IllegalArgumentException is thrown.
Java documentation for android.graphics.Mesh.setIntUniform(java.lang.String, int[])
.
Portions of this page are modifications based on work created and shared by the Android Open Source Project and used according to terms described in the Creative Commons 2.5 Attribution License.
Applies to
SetIntUniform(String, Int32, Int32)
Sets the uniform value corresponding to the shader assigned to the mesh.
[Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;II)V", "GetSetIntUniform_Ljava_lang_String_IIHandler", ApiSince=34)]
public virtual void SetIntUniform (string uniformName, int value1, int value2);
[<Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;II)V", "GetSetIntUniform_Ljava_lang_String_IIHandler", ApiSince=34)>]
abstract member SetIntUniform : string * int * int -> unit
override this.SetIntUniform : string * int * int -> unit
Parameters
- uniformName
- String
name matching the int uniform declared in the shader program.
- value1
- Int32
first value corresponding to the int uniform with the given name.
- value2
- Int32
second value corresponding to the int uniform with the given name.
- Attributes
Remarks
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than ivec2 or int[2] then an IllegalArgumentException is thrown.
Java documentation for android.graphics.Mesh.setIntUniform(java.lang.String, int, int)
.
Portions of this page are modifications based on work created and shared by the Android Open Source Project and used according to terms described in the Creative Commons 2.5 Attribution License.
Applies to
SetIntUniform(String, Int32, Int32, Int32)
Sets the uniform value corresponding to the shader assigned to the mesh.
[Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;III)V", "GetSetIntUniform_Ljava_lang_String_IIIHandler", ApiSince=34)]
public virtual void SetIntUniform (string uniformName, int value1, int value2, int value3);
[<Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;III)V", "GetSetIntUniform_Ljava_lang_String_IIIHandler", ApiSince=34)>]
abstract member SetIntUniform : string * int * int * int -> unit
override this.SetIntUniform : string * int * int * int -> unit
Parameters
- uniformName
- String
name matching the int uniform declared in the shader program.
- value1
- Int32
first value corresponding to the int uniform with the given name.
- value2
- Int32
second value corresponding to the int uniform with the given name.
- value3
- Int32
third value corresponding to the int uniform with the given name.
- Attributes
Remarks
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than ivec3 or int[3] then an IllegalArgumentException is thrown.
Java documentation for android.graphics.Mesh.setIntUniform(java.lang.String, int, int, int)
.
Portions of this page are modifications based on work created and shared by the Android Open Source Project and used according to terms described in the Creative Commons 2.5 Attribution License.
Applies to
SetIntUniform(String, Int32, Int32, Int32, Int32)
Sets the uniform value corresponding to the shader assigned to the mesh.
[Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;IIII)V", "GetSetIntUniform_Ljava_lang_String_IIIIHandler", ApiSince=34)]
public virtual void SetIntUniform (string uniformName, int value1, int value2, int value3, int value4);
[<Android.Runtime.Register("setIntUniform", "(Ljava/lang/String;IIII)V", "GetSetIntUniform_Ljava_lang_String_IIIIHandler", ApiSince=34)>]
abstract member SetIntUniform : string * int * int * int * int -> unit
override this.SetIntUniform : string * int * int * int * int -> unit
Parameters
- uniformName
- String
name matching the int uniform declared in the shader program.
- value1
- Int32
first value corresponding to the int uniform with the given name.
- value2
- Int32
second value corresponding to the int uniform with the given name.
- value3
- Int32
third value corresponding to the int uniform with the given name.
- value4
- Int32
fourth value corresponding to the int uniform with the given name.
- Attributes
Remarks
Sets the uniform value corresponding to the shader assigned to the mesh. If the shader does not have a uniform with that name or if the uniform is declared with a type other than ivec4 or int[4] then an IllegalArgumentException is thrown.
Java documentation for android.graphics.Mesh.setIntUniform(java.lang.String, int, int, int, int)
.
Portions of this page are modifications based on work created and shared by the Android Open Source Project and used according to terms described in the Creative Commons 2.5 Attribution License.