public void doRender(List<Vector3f> verts, List<Vector3f> normals) { FloatBuffer vertBuffer = BufferUtils.createFloatBuffer(verts.size() * 6); for (int i = 0; i < verts.size(); ++i) { Vector3f vert = verts.get(i); vertBuffer.put(vert.x * scale.x + translate.x); vertBuffer.put(vert.y * scale.y + translate.y); vertBuffer.put(vert.z * scale.z + translate.z); Vector3f norm = normals.get(i); vertBuffer.put(norm.x); vertBuffer.put(norm.y); vertBuffer.put(norm.z); } vertBuffer.flip(); VertexBufferObjectUtil.bufferVboData(disposalAction.vboPosNormBuffer, vertBuffer, GL15.GL_DYNAMIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, disposalAction.vboPosNormBuffer); glVertexPointer(VECTOR3_SIZE, GL_FLOAT, STRIDE, 0); glNormalPointer(GL_FLOAT, STRIDE, NORMAL_OFFSET); GL11.glDrawElements(GL11.GL_TRIANGLES, data.getIndices().size(), GL_UNSIGNED_INT, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertexBuffers[id]); glVertexPointer(SIZE_VERTEX, GL11.GL_FLOAT, STRIDE, OFFSET_VERTEX);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, disposalAction.vboIndexBuffer); glVertexPointer(VERTEX_SIZE, GL11.GL_FLOAT, stride, vertexOffset);
GL11.glVertexPointer(2, 0, wrap(lineVertex)); x2 + tx + rx, y2 + ty + ry }; GL11.glVertexPointer(2, 0, wrap(lineVertex));
@Override public void glVertexPointer(int size, int type, int stride, FloatBuffer pointer) { GL11.glVertexPointer(size, type, stride, pointer); }
@Override public void setVertexPointer(int size, int type, int stride, long offset) { GL11.glVertexPointer(size, pointerTypeToGL[type], stride, offset); }
@Override public void glVertexPointer(int size, int type, int stride, FloatBuffer pointer) { GL11.glVertexPointer(size, stride, pointer); }
@Override public void glVertexPointer(int size, int type, int stride, FloatBuffer pointer) { GL11.glVertexPointer(size, stride, pointer); }
@Override public void glVertexPointer(int size, int type, int stride, FloatBuffer pointer) { GL11.glVertexPointer(size, stride, pointer); }
private void setupArrayPointersOverlay() { GL11.glVertexPointer(3, GL11.GL_FLOAT, 16, 0); GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 16, 12); } }
@Override public void setVertexPointer(int size, int type, int stride, int bufferSize, Buffer buffer) { switch (type) { case RE_FLOAT: GL11.glVertexPointer(size, stride, getDirectFloatBuffer(bufferSize, buffer, 0)); break; case RE_SHORT: GL11.glVertexPointer(size, stride, getDirectShortBuffer(bufferSize, buffer, 0)); break; case RE_INT: GL11.glVertexPointer(size, stride, getDirectIntBuffer(bufferSize, buffer, 0)); break; default: throw new IllegalArgumentException(); } }
protected void specifyFormat(EGeometryFormatType format) { if (format.getTexCoordPos() == -1) { if(tex_coord_on) GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); } else { if(!tex_coord_on) GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); int stride = format.getBytesPerVertexSize(); GL11.glVertexPointer(2, GL11.GL_FLOAT, stride, 0); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, stride, format.getTexCoordPos()); } tex_coord_on = format.getTexCoordPos() != -1; }
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); GL11 gl11 = (GL11) gl; gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesBufferIndex); gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureCoordBufferIndex); gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indicesBufferIndex); // Draw...
public void setupVertexData(final FloatBufferData vertexBufferData) { final FloatBuffer vertexBuffer = vertexBufferData != null ? vertexBufferData.getBuffer() : null; if (vertexBuffer == null) { GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); } else { GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); vertexBuffer.rewind(); GL11.glVertexPointer(vertexBufferData.getValuesPerTuple(), 0, vertexBuffer); } }
private void setupArrayPointers() { GL11.glVertexPointer(3, GL11.GL_FLOAT, 28, 0L); GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 28, 12L); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 28, 16L); OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit); GL11.glTexCoordPointer(2, GL11.GL_SHORT, 28, 24L); OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit); }
public void setupVertexDataVBO(final FloatBufferData data) { final RenderContext context = ContextManager.getCurrentContext(); final RendererRecord rendRecord = context.getRendererRecord(); final int vboID = setupVBO(data, context); if (vboID != 0) { GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); LwjglRendererUtil.setBoundVBO(rendRecord, vboID); GL11.glVertexPointer(data.getValuesPerTuple(), GL11.GL_FLOAT, 0, 0); } else { GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); } }
GL11.glVertexPointer(3, vsize, this.vBuffer.asFloatBuffer()); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); int offset1 = offset + 12;
textures.flip(); GL11.glVertexPointer(3,0,vertices); GL11.glColorPointer(4,0,colors); GL11.glTexCoordPointer(2,0,textures);
glBindBuffer(GL_ARRAY_BUFFER, vbo); glTexCoordPointer(2, GL_FLOAT, 20, 12); glVertexPointer(3, GL_FLOAT, 20, 0); } else { glEnableClientState(GL_NORMAL_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexPointer(3, GL_FLOAT, 24, 0); glNormalPointer(GL_FLOAT, 24, 12);
public void drawTrianglesWithTextureColored(TextureHandle textureid, GeometryHandle shapeHandle, GeometryHandle colorHandle, int offset, int lines, int width, int stride, float x, float y) { bindTexture(textureid); int starti = offset < 0 ? (int)Math.ceil(-offset/(float)stride) : 0; if(lsz != -1) GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslatef(x, y, -.1f); GL11.glScalef(1, 1, 0); GL11.glMultMatrixf(heightMatrix); if(!tex_coord_on) { GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); tex_coord_on = true; } bindGeometry(shapeHandle); GL11.glVertexPointer(3, GL11.GL_FLOAT, 5 * 4, 0); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 5 * 4, 3 * 4); bindGeometry(colorHandle); GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 0, 0); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); for (int i = starti; i != lines; i++) { GL11.glDrawArrays(GL11.GL_TRIANGLES, (offset + stride * i) * 3, width * 3); } GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); GL11.glPopMatrix(); lsz = -1; }