protected Mesh (VertexData vertices, IndexData indices, boolean isVertexArray) { this.vertices = vertices; this.indices = indices; this.isVertexArray = isVertexArray; addManagedMesh(Gdx.app, this); }
protected Mesh (VertexData vertices, IndexData indices, boolean isVertexArray) { this.vertices = vertices; this.indices = indices; this.isVertexArray = isVertexArray; addManagedMesh(Gdx.app, this); }
/** Creates a new Mesh with the given attributes. * * @param isStatic whether this mesh is static or not. Allows for internal optimizations. * @param maxVertices the maximum number of vertices this mesh can hold * @param maxIndices the maximum number of indices this mesh can hold * @param attributes the {@link VertexAttributes}. Each vertex attribute defines one property of a vertex such as position, * normal or texture coordinate */ public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttributes attributes) { vertices = makeVertexBuffer(isStatic, maxVertices, attributes); indices = new IndexBufferObject(isStatic, maxIndices); isVertexArray = false; addManagedMesh(Gdx.app, this); }
/** Creates a new Mesh with the given attributes. * * @param isStatic whether this mesh is static or not. Allows for internal optimizations. * @param maxVertices the maximum number of vertices this mesh can hold * @param maxIndices the maximum number of indices this mesh can hold * @param attributes the {@link VertexAttributes}. Each vertex attribute defines one property of a vertex such as position, * normal or texture coordinate */ public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttributes attributes) { vertices = makeVertexBuffer(isStatic, maxVertices, attributes); indices = new IndexBufferObject(isStatic, maxIndices); isVertexArray = false; addManagedMesh(Gdx.app, this); }
/** Creates a new Mesh with the given attributes. Adds extra optimizations for dynamic (frequently modified) meshes. * * @param staticVertices whether vertices of this mesh are static or not. Allows for internal optimizations. * @param staticIndices whether indices of this mesh are static or not. Allows for internal optimizations. * @param maxVertices the maximum number of vertices this mesh can hold * @param maxIndices the maximum number of indices this mesh can hold * @param attributes the {@link VertexAttributes}. Each vertex attribute defines one property of a vertex such as position, * normal or texture coordinate * * @author Jaroslaw Wisniewski <j.wisniewski@appsisle.com> **/ public Mesh (boolean staticVertices, boolean staticIndices, int maxVertices, int maxIndices, VertexAttributes attributes) { vertices = makeVertexBuffer(staticVertices, maxVertices, attributes); indices = new IndexBufferObject(staticIndices, maxIndices); isVertexArray = false; addManagedMesh(Gdx.app, this); }
/** Creates a new Mesh with the given attributes. Adds extra optimizations for dynamic (frequently modified) meshes. * * @param staticVertices whether vertices of this mesh are static or not. Allows for internal optimizations. * @param staticIndices whether indices of this mesh are static or not. Allows for internal optimizations. * @param maxVertices the maximum number of vertices this mesh can hold * @param maxIndices the maximum number of indices this mesh can hold * @param attributes the {@link VertexAttributes}. Each vertex attribute defines one property of a vertex such as position, * normal or texture coordinate * * @author Jaroslaw Wisniewski <j.wisniewski@appsisle.com> **/ public Mesh (boolean staticVertices, boolean staticIndices, int maxVertices, int maxIndices, VertexAttributes attributes) { vertices = makeVertexBuffer(staticVertices, maxVertices, attributes); indices = new IndexBufferObject(staticIndices, maxIndices); isVertexArray = false; addManagedMesh(Gdx.app, this); }
/** Creates a new Mesh with the given attributes. * * @param isStatic whether this mesh is static or not. Allows for internal optimizations. * @param maxVertices the maximum number of vertices this mesh can hold * @param maxIndices the maximum number of indices this mesh can hold * @param attributes the {@link VertexAttribute}s. Each vertex attribute defines one property of a vertex such as position, * normal or texture coordinate */ public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttribute... attributes) { vertices = makeVertexBuffer(isStatic, maxVertices, new VertexAttributes(attributes)); indices = new IndexBufferObject(isStatic, maxIndices); isVertexArray = false; addManagedMesh(Gdx.app, this); }
/** Creates a new Mesh with the given attributes. * * @param isStatic whether this mesh is static or not. Allows for internal optimizations. * @param maxVertices the maximum number of vertices this mesh can hold * @param maxIndices the maximum number of indices this mesh can hold * @param attributes the {@link VertexAttribute}s. Each vertex attribute defines one property of a vertex such as position, * normal or texture coordinate */ public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttribute... attributes) { vertices = makeVertexBuffer(isStatic, maxVertices, new VertexAttributes(attributes)); indices = new IndexBufferObject(isStatic, maxIndices); isVertexArray = false; addManagedMesh(Gdx.app, this); }
addManagedMesh(Gdx.app, this);
addManagedMesh(Gdx.app, this);
protected Mesh (VertexData vertices, IndexData indices, boolean isVertexArray) { this.vertices = vertices; this.indices = indices; this.isVertexArray = isVertexArray; addManagedMesh(Gdx.app, this); }
/** Creates a new Mesh with the given attributes. * * @param isStatic whether this mesh is static or not. Allows for internal optimizations. * @param maxVertices the maximum number of vertices this mesh can hold * @param maxIndices the maximum number of indices this mesh can hold * @param attributes the {@link VertexAttributes}. Each vertex attribute defines one property of a vertex such as position, * normal or texture coordinate */ public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttributes attributes) { vertices = makeVertexBuffer(isStatic, maxVertices, attributes); indices = new IndexBufferObject(isStatic, maxIndices); isVertexArray = false; addManagedMesh(Gdx.app, this); }
/** Creates a new Mesh with the given attributes. Adds extra optimizations for dynamic (frequently modified) meshes. * * @param staticVertices whether vertices of this mesh are static or not. Allows for internal optimizations. * @param staticIndices whether indices of this mesh are static or not. Allows for internal optimizations. * @param maxVertices the maximum number of vertices this mesh can hold * @param maxIndices the maximum number of indices this mesh can hold * @param attributes the {@link VertexAttributes}. Each vertex attribute defines one property of a vertex such as position, * normal or texture coordinate * * @author Jaroslaw Wisniewski <j.wisniewski@appsisle.com> **/ public Mesh (boolean staticVertices, boolean staticIndices, int maxVertices, int maxIndices, VertexAttributes attributes) { vertices = makeVertexBuffer(staticVertices, maxVertices, attributes); indices = new IndexBufferObject(staticIndices, maxIndices); isVertexArray = false; addManagedMesh(Gdx.app, this); }
/** Creates a new Mesh with the given attributes. * * @param isStatic whether this mesh is static or not. Allows for internal optimizations. * @param maxVertices the maximum number of vertices this mesh can hold * @param maxIndices the maximum number of indices this mesh can hold * @param attributes the {@link VertexAttribute}s. Each vertex attribute defines one property of a vertex such as position, * normal or texture coordinate */ public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttribute... attributes) { vertices = makeVertexBuffer(isStatic, maxVertices, new VertexAttributes(attributes)); indices = new IndexBufferObject(isStatic, maxIndices); isVertexArray = false; addManagedMesh(Gdx.app, this); }
addManagedMesh(Gdx.app, this);