@Override public void glGenVertexArrays (int n, int[] arrays, int offset) { for(int i = offset; i < offset + n; i++) { arrays[i] = GL30.glGenVertexArrays(); } }
@Override public void glGenVertexArrays (int n, int[] arrays, int offset) { for(int i = offset; i < offset + n; i++) { arrays[i] = GL30.glGenVertexArrays(); } }
@Override public void glGenVertexArrays (int n, int[] arrays, int offset) { for(int i = offset; i < offset + n; i++) { arrays[i] = GL30.glGenVertexArrays(); } }
@Override public void glGenVertexArrays (int n, int[] arrays, int offset) { for(int i = offset; i < offset + n; i++) { arrays[i] = GL30.glGenVertexArrays(); } }
@Override public void glGenVertexArrays (int n, IntBuffer arrays) { GL30.glGenVertexArrays(arrays); }
@Override public void glGenVertexArrays (int n, IntBuffer arrays) { GL30.glGenVertexArrays(arrays); }
@Override public void glGenVertexArrays (int n, IntBuffer arrays) { GL30.glGenVertexArrays(arrays); }
@Override public void glGenVertexArrays (int n, IntBuffer arrays) { GL30.glGenVertexArrays(arrays); }
@Override public void glGenVertexArrays(IntBuffer param1) { checkLimit(param1); GL30.glGenVertexArrays(param1); }
@Override public void glGenVertexArrays(final IntBuffer arrays) { checkLimit(arrays); GL30.glGenVertexArrays(arrays); }
@Override public void glGenVertexArrays (int n, int[] arrays, int offset) { for(int i = offset; i < offset + n; i++) { arrays[i] = GL30.glGenVertexArrays(); } }
@Override public void glGenVertexArrays (int n, int[] arrays, int offset) { for(int i = offset; i < offset + n; i++) { arrays[i] = GL30.glGenVertexArrays(); } }
@Override public int glGenVertexArrays() { return GL30.glGenVertexArrays(); }
@Override public void glGenVertexArrays(int n, IntBuffer arrays) { GL30.glGenVertexArrays(arrays); }
public GLPatchVBO() { vbo = glGenBuffers(); vaoId = glGenVertexArrays(); size = 0; }
public GLPointVBO3D() { vbo = glGenBuffers(); vaoId = glGenVertexArrays(); size = 0; } public void addData(Vec3f[] points)
public GLPointVBO2D() { vbo = glGenBuffers(); vaoId = glGenVertexArrays(); size = 0; } public void addData(Vec2f[] points)
@Override public void glGenVertexArrays(IntBuffer param1) { checkLimit(param1); GL30.glGenVertexArrays(param1); }
public GUIVAO() { vbo = glGenBuffers(); ibo = glGenBuffers(); vaoId = glGenVertexArrays(); indices = 0; vertices = 0; offset = 24; } public void addData(Mesh mesh)
public GLMeshVBO() { vbo = glGenBuffers(); ibo = glGenBuffers(); vaoId = glGenVertexArrays(); size = 0; instances = new IntegerReference(); }