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 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(); }
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 renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) { initRender(); for (GameItem gameItem : gameItems) { if (gameItem.isInsideFrustum()) { // Set up data requiered by gameItem consumer.accept(gameItem); // Render this game item glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0); } } endRender(); }