private void bufferChanged () { if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } }
private void bufferChanged () { if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } }
private void bufferChanged () { if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } }
private void bufferChanged() { if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } }
private void bufferChanged () { if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } }
private void bufferChanged () { if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, buffer.limit(), buffer, usage); isDirty = false; } }
private void bufferChanged () { if (isBound) { Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, buffer.limit(), buffer, usage); isDirty = false; } }
@Override public void glBufferData (int target, int size, Buffer data, int usage) { calls++; gl20.glBufferData(target, size, data, usage); check(); }
@Override public void glBufferData (int target, int size, Buffer data, int usage) { calls++; gl20.glBufferData(target, size, data, usage); check(); }
private void bindData (GL20 gl) { if (isDirty) { gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle); byteBuffer.limit(buffer.limit() * 4); gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } }
private void bindData (GL20 gl) { if (isDirty) { gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle); byteBuffer.limit(buffer.limit() * 4); gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } }
private void bindData(GL20 gl) { if (isDirty) { gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle); byteBuffer.limit(buffer.limit() * 4); gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } }
/** Binds this IndexBufferObject for rendering with glDrawElements. */ public void bind () { if (bufferHandle == 0) throw new GdxRuntimeException("No buffer allocated!"); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, bufferHandle); if (isDirty) { byteBuffer.limit(buffer.limit() * 2); Gdx.gl20.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } isBound = true; }
/** Binds this IndexBufferObject for rendering with glDrawElements. */ public void bind () { if (bufferHandle == 0) throw new GdxRuntimeException("No buffer allocated!"); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, bufferHandle); if (isDirty) { byteBuffer.limit(buffer.limit() * 2); Gdx.gl20.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage); isDirty = false; } isBound = true; }
private int createBufferObject () { int result = Gdx.gl20.glGenBuffer(); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, result); Gdx.gl20.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer.capacity(), null, usage); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0); return result; }
private int createBufferObject () { int result = Gdx.gl20.glGenBuffer(); Gdx.gl20.glBindBuffer(GL20.GL_ARRAY_BUFFER, result); Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.capacity(), null, usage); Gdx.gl20.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0); return result; }
private int createBufferObject () { int result = Gdx.gl20.glGenBuffer(); Gdx.gl20.glBindBuffer(GL20.GL_ARRAY_BUFFER, result); Gdx.gl20.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.capacity(), null, usage); Gdx.gl20.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0); return result; }
private int createBufferObject () { int result = Gdx.gl20.glGenBuffer(); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, result); Gdx.gl20.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer.capacity(), null, usage); Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0); return result; }
private void bindData (GL20 gl) { if (isDirty) { gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle); buffer.limit(buffer.limit()); gl.glBufferData(GL20.GL_ARRAY_BUFFER, buffer.limit(), buffer, usage); isDirty = false; } }
private void bindData (GL20 gl) { if (isDirty) { gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle); buffer.limit(buffer.limit()); gl.glBufferData(GL20.GL_ARRAY_BUFFER, buffer.limit(), buffer, usage); isDirty = false; } }