protected void dealWithTexture(Material material) { if (material.texture != null) { material.texture.bind(); } else { RenderingUtil.unbindTextures(); } }
public void setUniform4m(String uniformName, Matrix4f matrix) { final boolean ROW_MAJOR_ORDER = true; glUniformMatrix4( uniforms.get(uniformName), ROW_MAJOR_ORDER, RenderingUtil.createFlippedBuffer(matrix)); }