@Override public int glGenBuffer () { WebGLBuffer buffer = gl.createBuffer(); return buffers.add(buffer); }
@Override public int glGenBuffer () { WebGLBuffer buffer = gl.createBuffer(); return buffers.add(buffer); }
@Override public void glGenBuffers (int n, IntBuffer buffers) { for (int i = 0; i < n; i++) { WebGLBuffer buffer = gl.createBuffer(); int id = this.buffers.add(buffer); buffers.put(id); } }
@Override public void glGenBuffers (int n, IntBuffer buffers) { for (int i = 0; i < n; i++) { WebGLBuffer buffer = gl.createBuffer(); int id = this.buffers.add(buffer); buffers.put(id); } }
@Override public void glGenBuffers(int n, IntBuffer buffers) { int pos = buffers.position(); for (int i = 0; i < n; i++) { WebGLBuffer buffer = gl.createBuffer(); int id = this.buffers.add(buffer); buffers.put(pos + i, id); } }
@Override public void glGenBuffers(int n, int[] buffers, int offset) { for (int i = 0; i < n; i++) { WebGLBuffer buffer = gl.createBuffer(); int id = this.buffers.add(buffer); buffers[i + offset] = id; } }
@Override public int glGenBuffer () { WebGLBuffer buffer = gl.createBuffer(); return buffers.add(buffer); }
@Override public void glGenBuffers (int n, IntBuffer buffers) { for (int i = 0; i < n; i++) { WebGLBuffer buffer = gl.createBuffer(); int id = allocateBufferId(buffer); buffers.put(id); } }
void init (WebGLRenderingContext gl) { // TODO: do we always want to do this? gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, ONE); this.gl = gl; elementBuffer = gl.createBuffer(); for (int ii = 0; ii < VERTEX_ATTRIB_ARRAY_COUNT; ii++) { VertexAttribArrayState data = new VertexAttribArrayState(); data.webGlBuffer = gl.createBuffer(); vertexAttribArrayState[ii] = data; } }
void init (WebGLRenderingContext gl) { // TODO: do we always want to do this? gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, ONE); this.gl = gl; elementBuffer = gl.createBuffer(); for (int ii = 0; ii < VERTEX_ATTRIB_ARRAY_COUNT; ii++) { VertexAttribArrayState data = new VertexAttribArrayState(); data.webGlBuffer = gl.createBuffer(); vertexAttribArrayState[ii] = data; } }
@Override public void glGenBuffers(int n, IntBuffer buffers) { int pos = buffers.position(); for (int i = 0; i < n; i++) { WebGLBuffer buffer = gl.createBuffer(); int id = this.buffers.add(buffer); buffers.put(pos + i, id); } }
@Override public int glGenBuffer () { WebGLBuffer buffer = gl.createBuffer(); return buffers.add(buffer); }
@Override public int glGenBuffer () { WebGLBuffer buffer = gl.createBuffer(); return buffers.add(buffer); }
@Override public void glGenBuffers (int n, IntBuffer buffers) { for (int i = 0; i < n; i++) { WebGLBuffer buffer = gl.createBuffer(); int id = this.buffers.add(buffer); buffers.put(id); } }
@Override public void glGenBuffers(int n, int[] buffers, int offset) { for (int i = 0; i < n; i++) { WebGLBuffer buffer = gl.createBuffer(); int id = this.buffers.add(buffer); buffers[i + offset] = id; } }
@Override public int glGenBuffer () { WebGLBuffer buffer = gl.createBuffer(); return allocateBufferId(buffer); }
HtmlGL20(WebGLRenderingContext gl) { this.gl = gl; webGLObjects.push(null); webGLObjectTypes.push(WebGLObjectType.NULL.ordinal()); elementBuffer = gl.createBuffer(); for (int i = 0; i < VERTEX_ATTRIB_ARRAY_COUNT; i++) { VertexAttribArrayState data = new VertexAttribArrayState(); data.webGlBuffer = gl.createBuffer(); vertexAttribArrayState[i] = data; } }
protected WebGLObject genObject(WebGLObjectType type) { switch(type) { case BUFFER: return gl.createBuffer(); case FRAME_BUFFER: return gl.createFramebuffer(); case PROGRAM: return gl.createProgram(); case RENDER_BUFFER: return gl.createRenderbuffer(); case TEXTURE: return gl.createTexture(); default: throw new RuntimeException("genObject(s) not supported for type " + type); } }
private void initVertexBuffer() { buffer = gl.createBuffer(); gl.bindBuffer(ARRAY_BUFFER, buffer); indexBuffer = gl.createBuffer(); gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(ELEMENT_ARRAY_BUFFER, ArrayUtils.createInt32Array(indices), STREAM_DRAW);
private void initVertexBuffer() { buffer = gl.createBuffer(); gl.bindBuffer(ARRAY_BUFFER, buffer); indexBuffer = gl.createBuffer(); gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer); gl.bufferData(ELEMENT_ARRAY_BUFFER, ArrayUtils.createInt32Array(indices), STREAM_DRAW);