final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location);
final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location);
final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location);
final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location);
private void bindAttributes(ShaderProgram shader, int[] locations) { final GL20 gl = Gdx.gl20; gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle); final int numAttributes = attributes.size(); if (locations == null) { for (int i = 0; i < numAttributes; i++) { final VertexAttribute attribute = attributes.get(i); final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize, attribute.offset); } } else { for (int i = 0; i < numAttributes; i++) { final VertexAttribute attribute = attributes.get(i); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location); shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize, attribute.offset); } } }
final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location);
final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location);
shader.enableVertexAttribute(location); shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize, attribute.offset);
shader.enableVertexAttribute(location); shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize, attribute.offset);
shader.enableVertexAttribute(location); shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize, attribute.offset);
shader.enableVertexAttribute(location); shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize, attribute.offset);
final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location);
final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location);
final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) continue; shader.enableVertexAttribute(location); final int location = locations[i]; if (location < 0) continue; shader.enableVertexAttribute(location);
continue; shader.enableVertexAttribute(location); continue; shader.enableVertexAttribute(location);
shader.enableVertexAttribute(location); shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize, attribute.offset);