/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, int primitiveType, final Material material, final long attributes, float angleFrom, float angleTo) { begin(); part("cylinder", primitiveType, attributes, material).cylinder(width, height, depth, divisions, angleFrom, angleTo); return end(); }
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, int primitiveType, final Material material, final long attributes, float angleFrom, float angleTo) { begin(); part("cylinder", primitiveType, attributes, material).cylinder(width, height, depth, divisions, angleFrom, angleTo); return end(); }
| Usage.ColorPacked, material); mpb.setUVRange(1f, 1f, 0f, 0f); mpb.cylinder(2f, 4f, 3f, 15);
/** Convenience method to create a model with a single node containing a cylinder shape. The resources the Material might * contain are not managed, use {@link Model#manageDisposable(Disposable)} to add those to the model. * @param attributes bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal * and TextureCoordinates is supported. */ public Model createCylinder (float width, float height, float depth, int divisions, int primitiveType, final Material material, final long attributes, float angleFrom, float angleTo) { begin(); part("cylinder", primitiveType, attributes, material).cylinder(width, height, depth, divisions, angleFrom, angleTo); return end(); }