@Override public void glDisableVertexAttribArray(int param1) { GLContext.getCurrentGL().getGL2ES2().glDisableVertexAttribArray(param1); }
@Override public void disableVertexAttribArray(int index) { gl2.glDisableVertexAttribArray(index); }
public void unbindBuffer(GL2ES2 gl) { gl.glDisableVertexAttribArray(vertCoordLocation); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); }
public void unbindBuffer(GL2ES2 gl) { gl.glDisableVertexAttribArray(vertCoordLocation); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); }
public void draw(GL2ES2 gl, FloatBuffer interleavedVertTexBuffer) { bufferData(gl, interleavedVertTexBuffer); gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableVertexAttribArray(vertCoordLocation); gl.glDisableVertexAttribArray(texCoordLocation); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); }
public void draw(GL2ES2 gl, FloatBuffer interleavedVertTexBuffer) { bufferData(gl, interleavedVertTexBuffer); gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableVertexAttribArray(vertCoordLocation); gl.glDisableVertexAttribArray(texCoordLocation); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); }
/** * Disables all vertex attribute arrays. * * Their enabled stated will be removed from this state only * if 'removeFromState' is true. * * This method purpose is more for debugging. * * @see #glEnableVertexAttribArray * @see #glDisableVertexAttribArray * @see #glVertexAttribPointer * @see #getVertexAttribPointer * @see #glReleaseAllVertexAttributes * @see #glResetAllVertexAttributes * @see #glResetAllVertexAttributes * @see ShaderProgram#glReplaceShader */ public void disableAllVertexAttributeArrays(final GL2ES2 gl, final boolean removeFromState) { for(final Iterator<String> iter = activedAttribEnabledMap.keySet().iterator(); iter.hasNext(); ) { final String name = iter.next(); if(removeFromState) { activedAttribEnabledMap.remove(name); } final int index = getAttribLocation(gl, name); if(0<=index) { gl.glDisableVertexAttribArray(index); } } }
/** * Disables all vertex attribute arrays. * * Their enabled stated will be removed from this state only * if 'removeFromState' is true. * * This method purpose is more for debugging. * * @see #glEnableVertexAttribArray * @see #glDisableVertexAttribArray * @see #glVertexAttribPointer * @see #getVertexAttribPointer * @see #glReleaseAllVertexAttributes * @see #glResetAllVertexAttributes * @see #glResetAllVertexAttributes * @see ShaderProgram#glReplaceShader */ public void disableAllVertexAttributeArrays(final GL2ES2 gl, final boolean removeFromState) { for(final Iterator<String> iter = activedAttribEnabledMap.keySet().iterator(); iter.hasNext(); ) { final String name = iter.next(); if(removeFromState) { activedAttribEnabledMap.remove(name); } final int index = getAttribLocation(gl, name); if(0<=index) { gl.glDisableVertexAttribArray(index); } } }
private boolean disableVertexAttribArray(final GL2ES2 gl, final String name, int location) { activedAttribEnabledMap.put(name, Boolean.FALSE); if(0>location) { location = getAttribLocation(gl, name); if(0>location) { if(verbose) { System.err.println("ShaderState: glDisableVertexAttribArray failed, no index for: "+name); if(DEBUG) { ExceptionUtils.dumpStack(System.err); } } return false; } } if(DEBUG) { System.err.println("ShaderState: glDisableVertexAttribArray: "+name); } gl.glDisableVertexAttribArray(location); return true; }
@Override public void glDisableVertexAttribArray(int param1) { GLContext.getCurrentGL().getGL2ES2().glDisableVertexAttribArray(param1); }
private boolean disableVertexAttribArray(final GL2ES2 gl, final String name, int location) { activedAttribEnabledMap.put(name, Boolean.FALSE); if(0>location) { location = getAttribLocation(gl, name); if(0>location) { if(verbose) { System.err.println("ShaderState: glDisableVertexAttribArray failed, no index for: "+name); if(DEBUG) { ExceptionUtils.dumpStack(System.err); } } return false; } } if(DEBUG) { System.err.println("ShaderState: glDisableVertexAttribArray: "+name); } gl.glDisableVertexAttribArray(location); return true; }
gl.glDisableVertexAttribArray(vertCoordLocation); gl.glDisableVertexAttribArray(vertBeforeLocation); gl.glDisableVertexAttribArray(vertAfterLocation);
gl.glDisableVertexAttribArray(vertCoordLocation); gl.glDisableVertexAttribArray(vertBeforeLocation); gl.glDisableVertexAttribArray(vertAfterLocation);
@Override public final void enableState(final GL gl, final boolean enable, final Object ext) { final GL2ES2 glsl = gl.getGL2ES2(); if( null != ext ) { final ShaderState st = (ShaderState)ext; if(enable) { st.enableVertexAttribArray(glsl, ad); } else { st.disableVertexAttribArray(glsl, ad); } } else { final int location = ad.getLocation(); if( 0 <= location ) { if(enable) { glsl.glEnableVertexAttribArray(location); } else { glsl.glDisableVertexAttribArray(location); } } } } }
@Override public final void enableState(final GL gl, final boolean enable, final Object ext) { final GL2ES2 glsl = gl.getGL2ES2(); if( null != ext ) { final ShaderState st = (ShaderState)ext; if(enable) { st.enableVertexAttribArray(glsl, ad); } else { st.disableVertexAttribArray(glsl, ad); } } else { final int location = ad.getLocation(); if( 0 <= location ) { if(enable) { glsl.glEnableVertexAttribArray(location); } else { glsl.glDisableVertexAttribArray(location); } } } } }
glsl.glVertexAttribPointer(vArrayData); } else { glsl.glDisableVertexAttribArray(vArrayData.getLocation()); glsl.glVertexAttribPointer(cArrayData); } else { glsl.glDisableVertexAttribArray(cArrayData.getLocation()); glsl.glVertexAttribPointer(nArrayData); } else { glsl.glDisableVertexAttribArray(nArrayData.getLocation()); glsl.glVertexAttribPointer(tArrayData); } else { glsl.glDisableVertexAttribArray(tArrayData.getLocation());
glsl.glVertexAttribPointer(vArrayData); } else { glsl.glDisableVertexAttribArray(vArrayData.getLocation()); glsl.glVertexAttribPointer(cArrayData); } else { glsl.glDisableVertexAttribArray(cArrayData.getLocation()); glsl.glVertexAttribPointer(nArrayData); } else { glsl.glDisableVertexAttribArray(nArrayData.getLocation()); glsl.glVertexAttribPointer(tArrayData); } else { glsl.glDisableVertexAttribArray(tArrayData.getLocation());
glsl.glDisableVertexAttribArray(location);
glsl.glDisableVertexAttribArray(location);