&& renderable.meshPart.size + meshBuilder.getNumVertices() < Short.MAX_VALUE; // comparing indices and vertices... final boolean samePart = sameMesh && pt == primitiveType && mat.same(material, true); final Mesh mesh = meshBuilder.end(meshPool.obtain(vertexAttributes, meshBuilder.getNumVertices(), meshBuilder.getNumIndices())); while (offset < renderables.size) final Mesh mesh = meshBuilder.end(meshPool.obtain(vertexAttributes, meshBuilder.getNumVertices(), meshBuilder.getNumIndices())); while (offset < renderables.size)
&& renderable.meshPart.size + meshBuilder.getNumVertices() < Short.MAX_VALUE; // comparing indices and vertices... final boolean samePart = sameMesh && pt == primitiveType && mat.same(material, true); final Mesh mesh = meshBuilder.end(meshPool.obtain(vertexAttributes, meshBuilder.getNumVertices(), meshBuilder.getNumIndices())); while (offset < renderables.size) final Mesh mesh = meshBuilder.end(meshPool.obtain(vertexAttributes, meshBuilder.getNumVertices(), meshBuilder.getNumIndices())); while (offset < renderables.size)
meshBuilder.begin(Usage.Position | Usage.Normal | Usage.ColorPacked | Usage.TextureCoordinates, GL20.GL_TRIANGLES); meshBuilder.box(1f, 1f, 1f); Mesh mesh = new Mesh(true, meshBuilder.getNumVertices(), meshBuilder.getNumIndices(), meshBuilder.getAttributes()); mesh = meshBuilder.end(mesh);
&& renderable.meshPart.size + meshBuilder.getNumVertices() < Short.MAX_VALUE; // comparing indices and vertices... final boolean samePart = sameMesh && pt == primitiveType && mat.same(material, true); final Mesh mesh = meshBuilder.end(meshPool.obtain(vertexAttributes, meshBuilder.getNumVertices(), meshBuilder.getNumIndices())); while (offset < renderables.size) final Mesh mesh = meshBuilder.end(meshPool.obtain(vertexAttributes, meshBuilder.getNumVertices(), meshBuilder.getNumIndices())); while (offset < renderables.size)