public void glDisableVertexAttribArray (int index) { GL20.glDisableVertexAttribArray(index); }
public void glDisableVertexAttribArray (int index) { GL20.glDisableVertexAttribArray(index); }
public void glDisableVertexAttribArray (int index) { GL20.glDisableVertexAttribArray(index); }
public void glDisableVertexAttribArray (int index) { GL20.glDisableVertexAttribArray(index); }
@Override public void glDisableVertexAttribArray(final int index) { GL20.glDisableVertexAttribArray(index); }
public void glDisableVertexAttribArray(int param1) { GL20.glDisableVertexAttribArray(param1); }
protected void endRender() { // Restore state glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glDisableVertexAttribArray(4); glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); }
private void endRender() { // Restore state glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); }
private void endRender() { // Restore state glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); }
private void endRender() { // Restore state glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); }
private void endRender() { // Restore state glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); }
@Override protected void endRender() { int start = 5; int numElements = 4 * 2; for (int i = 0; i < numElements; i++) { glDisableVertexAttribArray(start + i); } super.endRender(); }
@Override protected void endRender() { int start = 5; int numElements = 4 * 2 + 1; for (int i = 0; i < numElements; i++) { glDisableVertexAttribArray(start + i); } super.endRender(); }
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); }
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); }
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); }
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); } }
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); }
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); } }
public void cleanUp() { glDisableVertexAttribArray(0); // Delete the VBOs glBindBuffer(GL_ARRAY_BUFFER, 0); glDeleteBuffers(posVboId); glDeleteBuffers(idxVboId); // Delete the VAO glBindVertexArray(0); glDeleteVertexArrays(vaoId); } }