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It's called from within World.compile(), which you can most likely ignore, because it's only relevant if you call World.compileAllObjects() and from within WorldProcessor.processInternal(), which is the "normal" way.
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...makes a change in the object from the value (0) of the variable to "private" once and does not work anymore.I don't understand what you mean by that!? Are you calling applyVertexController() on the mesh that it has been assigned to? Also, you have to make sure that the object gets recognized as "dynamic", which usually happens automatically, but it might fail if you assign the controller after the first use of the object. In that case, try to explicitly call Object3D.compile(true) on the Object3D in question and see if that helps.
SimpleVector pos = camera.getPosition();
pos.scalarMul(-1f);
Matrix mat = new Matrix();
mat.translate(pos);
mat.matMul(camera.getBack());
...
shader.getUniform("viewMatrix", mat);
I'm inserting the world space position of the vertices as the position attribute and multiplying with modelViewProjectionMatrix.. maybe that's what's wrong?Yes, looks like it. Please have a look at the docs for the GLSLShader class here: https://www.jpct.net/jpct-ae/doc/com/threed/jpct/GLSLShader.html. It mentions various matrices that will be automatically injected into your shader if the matching uniforms are present. I think that you want uniform mat4 projectionMatrix in your case instead of the modelViewProjectionMatrix.