@Override public void glEnableVertexAttribArray (int index) { gl.enableVertexAttribArray(index); }
@Override public void glEnableVertexAttribArray (int index) { gl.enableVertexAttribArray(index); }
@Override public void glEnableVertexAttribArray (int index) { gl.enableVertexAttribArray(index); }
@Override public void glEnableVertexAttribArray (int index) { gl.enableVertexAttribArray(index); }
if (enabled != (previouslyEnabledArrays & mask)) { if (enabled != 0) { gl.enableVertexAttribArray(i); } else { gl.disableVertexAttribArray(i);
if (enabled != (previouslyEnabledArrays & mask)) { if (enabled != 0) { gl.enableVertexAttribArray(i); } else { gl.disableVertexAttribArray(i);
if (enabled != (previouslyEnabledArrays & mask)) { if (enabled != 0) { gl.enableVertexAttribArray(i); } else { gl.disableVertexAttribArray(i);
private void drawQuad() { // Use the sole shader program. gl.useProgram(shaderProgram); // Projection matrix. WebGLUniformLocation pUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix"); gl.uniformMatrix4fv(pUniform, false, projectionMatrix); // Model View matrix. WebGLUniformLocation mvUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix"); gl.uniformMatrix4fv(mvUniform, false, modelViewMatrix); // Bird texture. gl.activeTexture(TEXTURE0); gl.uniform1i(gl.getUniformLocation(shaderProgram, "texture"), 0); // Vertices (position, texCoord) gl.bindBuffer(ARRAY_BUFFER, buffer); int vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition"); gl.vertexAttribPointer(vertexPositionAttribute, 3, FLOAT, false, 0, 0); gl.enableVertexAttribArray(vertexPositionAttribute); int texCoordAttribute = gl.getAttribLocation(shaderProgram, "texCoord"); gl.vertexAttribPointer(texCoordAttribute, 2, FLOAT, false, 0, 12 * Float32Array.BYTES_PER_ELEMENT); gl.enableVertexAttribArray(texCoordAttribute); // Elements. gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer); gl.drawArrays(TRIANGLE_STRIP, 0, 4); }
private void drawQuad() { // Use the sole shader program. gl.useProgram(shaderProgram); // Projection matrix. WebGLUniformLocation pUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix"); gl.uniformMatrix4fv(pUniform, false, projectionMatrix); // Model View matrix. WebGLUniformLocation mvUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix"); gl.uniformMatrix4fv(mvUniform, false, modelViewMatrix); // Bird texture. gl.activeTexture(TEXTURE0); gl.uniform1i(gl.getUniformLocation(shaderProgram, "texture"), 0); // Vertices (position, texCoord) gl.bindBuffer(ARRAY_BUFFER, buffer); int vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition"); gl.vertexAttribPointer(vertexPositionAttribute, 3, FLOAT, false, 0, 0); gl.enableVertexAttribArray(vertexPositionAttribute); int texCoordAttribute = gl.getAttribLocation(shaderProgram, "texCoord"); gl.vertexAttribPointer(texCoordAttribute, 2, FLOAT, false, 0, 12 * Float32Array.BYTES_PER_ELEMENT); gl.enableVertexAttribArray(texCoordAttribute); // Elements. gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer); gl.drawArrays(TRIANGLE_STRIP, 0, 4); }
private void drawQuad() { // Use the sole shader program. gl.useProgram(shaderProgram); // Projection matrix. WebGLUniformLocation pUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix"); gl.uniformMatrix4fv(pUniform, false, projectionMatrix); // Model View matrix. WebGLUniformLocation mvUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix"); gl.uniformMatrix4fv(mvUniform, false, modelViewMatrix); // Bird texture. gl.activeTexture(TEXTURE0); gl.uniform1i(gl.getUniformLocation(shaderProgram, "texture"), 0); // Vertices (position, texCoord) gl.bindBuffer(ARRAY_BUFFER, buffer); int vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition"); gl.vertexAttribPointer(vertexPositionAttribute, 3, FLOAT, false, 0, 0); gl.enableVertexAttribArray(vertexPositionAttribute); int texCoordAttribute = gl.getAttribLocation(shaderProgram, "texCoord"); gl.vertexAttribPointer(texCoordAttribute, 2, FLOAT, false, 0, 12 * Float32Array.BYTES_PER_ELEMENT); gl.enableVertexAttribArray(texCoordAttribute); // Elements. gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer); gl.drawArrays(TRIANGLE_STRIP, 0, 4); }