public void glBindBuffer (int target, int buffer) { GL15.glBindBuffer(target, buffer); }
public void glBindBuffer (int target, int buffer) { GL15.glBindBuffer(target, buffer); }
public void glBindBuffer (int target, int buffer) { GL15.glBindBuffer(target, buffer); }
public void glBindBuffer (int target, int buffer) { GL15.glBindBuffer(target, buffer); }
@Override public void glBindBuffer(final int target, final int buffer) { GL15.glBindBuffer(target, buffer); }
public void glBindBuffer(int param1, int param2) { GL15.glBindBuffer(param1, param2); }
public static void bufferVboElementData(int id, IntBuffer buffer, int drawMode) { GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, id); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, buffer, drawMode); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); }
public static void bufferVboElementData(int id, ByteBuffer buffer, int drawMode) { GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, id); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, buffer, drawMode); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); } }
public static void bufferVboData(int id, FloatBuffer buffer, int drawMode) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, id); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, drawMode); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
public static void bufferVboData(int id, ByteBuffer buffer, int drawMode) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, id); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, drawMode); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
public static void bufferVboData(int id, IntBuffer buffer, int drawMode) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, id); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, drawMode); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
public static void bufferVboData(int id, ShortBuffer buffer, int drawMode) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, id); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, drawMode); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }
public void postRender() { glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); }
public void preRender() { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, disposalAction.vboUVBuffer); GL13.glClientActiveTexture(GL13.GL_TEXTURE0); glTexCoordPointer(2, GL11.GL_FLOAT, TEX_COORD_SIZE * 4, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, disposalAction.vboIndexBuffer); }
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); }
public void postRender() { if (!isDisposed()) { if (hasNormal) { glDisableClientState(GL_NORMAL_ARRAY); } if (hasColor) { glDisableClientState(GL_COLOR_ARRAY); } if (hasTexCoord0 || hasTexCoord1) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); } glDisableClientState(GL_VERTEX_ARRAY); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); } else { logger.error("Attempted to render disposed mesh: {}", getUrn()); } }
glEnableClientState(GL_NORMAL_ARRAY); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, idxBuffers[id]); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertexBuffers[id]); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, disposalAction.vboVertexBuffer); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, disposalAction.vboIndexBuffer);
GeometryHandle allocateVBO(EGeometryFormatType type, String name) { int vbo = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo); return lastGeometry = new GeometryHandle(this, vbo, 0, type); }
public void deleteBuffers() { glDisableVertexAttribArray(0); // Delete the VBOs glBindBuffer(GL_ARRAY_BUFFER, 0); for (int vboId : vboIdList) { glDeleteBuffers(vboId); } // Delete the VAO glBindVertexArray(0); glDeleteVertexArrays(vaoId); }