@Override protected void endRender() { int start = 5; int numElements = 4 * 2 + 2; for (int i = 0; i < numElements; i++) { glDisableVertexAttribArray(start + i); } super.endRender(); }
@Override protected void endRender() { int start = 5; int numElements = 4 * 2 + 2; for (int i = 0; i < numElements; i++) { glDisableVertexAttribArray(start + i); } super.endRender(); }
@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 renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } endRender(); }
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } endRender(); }
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } endRender(); }
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } endRender(); }
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } endRender(); }
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } endRender(); }
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } endRender(); }
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } endRender(); }
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } endRender(); }
public void render() { initRender(); glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); endRender(); }
public void render() { initRender(); glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); endRender(); }
public void render() { initRender(); glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); endRender(); }
public void render() { initRender(); glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); endRender(); }
public void render() { initRender(); glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); endRender(); }
public void render() { initRender(); glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); endRender(); }
public void render() { initRender(); glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); endRender(); }