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);
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);
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);
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);
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);
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);
for (int i = 0; stillValid && i < numAttributes; i++) { VertexAttribute attribute = attributes.get(i); int location = shader.getAttributeLocation(attribute.alias); stillValid = location == this.cachedLocations.get(i); VertexAttribute attribute = attributes.get(i); if (locations == null) { this.cachedLocations.add(shader.getAttributeLocation(attribute.alias)); } else { this.cachedLocations.add(locations[i]);
for (int i = 0; stillValid && i < numAttributes; i++) { VertexAttribute attribute = attributes.get(i); int location = shader.getAttributeLocation(attribute.alias); stillValid = location == this.cachedLocations.get(i); VertexAttribute attribute = attributes.get(i); if (locations == null) { this.cachedLocations.add(shader.getAttributeLocation(attribute.alias)); } else { this.cachedLocations.add(locations[i]);
for (int i = 0; stillValid && i < numAttributes; i++) { VertexAttribute attribute = attributes.get(i); int location = shader.getAttributeLocation(attribute.alias); stillValid = location == this.cachedLocations.get(i); VertexAttribute attribute = attributes.get(i); if (locations == null) { this.cachedLocations.add(shader.getAttributeLocation(attribute.alias)); } else { this.cachedLocations.add(locations[i]);
for (int i = 0; stillValid && i < numAttributes; i++) { VertexAttribute attribute = attributes.get(i); int location = shader.getAttributeLocation(attribute.alias); stillValid = location == this.cachedLocations.get(i); VertexAttribute attribute = attributes.get(i); if (locations == null) { this.cachedLocations.add(shader.getAttributeLocation(attribute.alias)); } else { this.cachedLocations.add(locations[i]);
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); } } }
for (int i = 0; i < c; i++) { final VertexAttribute attr = attrs.get(i); final int location = program.getAttributeLocation(attr.alias); if (location >= 0) attributes.put(attr.getKey(), location);
for (int i = 0; i < c; i++) { final VertexAttribute attr = attrs.get(i); final int location = program.getAttributeLocation(attr.alias); if (location >= 0) attributes.put(attr.getKey(), location);
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);
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);
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);
for (int i = 0; stillValid && i < numAttributes; i++) { VertexAttribute attribute = attributes.get(i); int location = shader.getAttributeLocation(attribute.alias); stillValid = location == this.cachedLocations.get(i); VertexAttribute attribute = attributes.get(i); if (locations == null) { this.cachedLocations.add(shader.getAttributeLocation(attribute.alias)); } else { this.cachedLocations.add(locations[i]);
for (int i = 0; i < numAttributes; i++) { final VertexAttribute attribute = attributes.get(i); final int location = shader.getAttributeLocation(attribute.alias); if (location < 0) { continue;
for (int i = 0; i < c; i++) { final VertexAttribute attr = attrs.get(i); final int location = program.getAttributeLocation(attr.alias); if (location >= 0) attributes.put(attr.getKey(), location);