@Override public void unbind (final ShaderProgram shader, final int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(0); isBound = false; }
@Override public void unbind (final ShaderProgram shader, final int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(0); isBound = false; }
@Override public void unbind(final ShaderProgram shader, final int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(0); isBound = false; }
@Override public void unbind (final ShaderProgram shader, final int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(0); isBound = false; }
@Override public void unbind (final ShaderProgram shader, final int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(0); isBound = false; }
@Override public void glBindVertexArray (int array) { calls++; gl30.glBindVertexArray(array); check(); }
@Override public void glBindVertexArray (int array) { calls++; gl30.glBindVertexArray(array); check(); }
@Override public void bind (ShaderProgram shader, int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(vaoHandle); bindAttributes(shader, locations); //if our data has changed upload it: bindData(gl); isBound = true; }
@Override public void bind (ShaderProgram shader, int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(vaoHandle); bindAttributes(shader, locations); //if our data has changed upload it: bindData(gl); isBound = true; }
@Override public void bind (ShaderProgram shader, int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(vaoHandle); bindAttributes(shader, locations); //if our data has changed upload it: bindData(gl); isBound = true; }
@Override public void bind (ShaderProgram shader, int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(vaoHandle); bindAttributes(shader, locations); //if our data has changed upload it: bindData(gl); isBound = true; }
@Override public void bind(ShaderProgram shader, int[] locations) { GL30 gl = Gdx.gl30; if (vaoDirty || !gl.glIsVertexArray(vaoHandle)) { //initialize the VAO with our vertex attributes and buffer: tmpHandle.clear(); gl.glGenVertexArrays(1, tmpHandle); vaoHandle = tmpHandle.get(0); gl.glBindVertexArray(vaoHandle); vaoDirty = false; } else { //else simply bind the VAO. gl.glBindVertexArray(vaoHandle); } bindAttributes(shader, locations); //if our data has changed upload it: bindData(gl); isBound = true; }
@Override public void unbind (final ShaderProgram shader, final int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(0); isBound = false; }
@Override public void glBindVertexArray (int array) { calls++; gl30.glBindVertexArray(array); check(); }
@Override public void bind (ShaderProgram shader, int[] locations) { GL30 gl = Gdx.gl30; gl.glBindVertexArray(vaoHandle); bindAttributes(shader, locations); //if our data has changed upload it: bindData(gl); isBound = true; }