/** * Passes the data to the Geometry3D instance. Vertex Buffer Objects (VBOs) will be created. * * @param vertices A float array containing vertex data * @param normals A float array containing normal data * @param textureCoords A float array containing texture coordinates * @param colors A float array containing color values (rgba) * @param indices An integer array containing face indices * @param createVBOs A boolean controlling if the VBOs are create immediately. */ public void setData(float[] vertices, float[] normals, float[] textureCoords, float[] colors, int[] indices, boolean createVBOs) { setData(vertices, GLES20.GL_STATIC_DRAW, normals, GLES20.GL_STATIC_DRAW, textureCoords, GLES20.GL_STATIC_DRAW, colors, GLES20.GL_STATIC_DRAW, indices, GLES20.GL_STATIC_DRAW, createVBOs); }
indicesArr[i] = i; mRootObject.setData(verticesArr, normalsArr, null, null, indicesArr, false);
targetObj.setData(aVertices, aNormals, aTexCoords, null, aIndices, false);
o.setData(convertFloats(vertices), convertFloats(normals), hasUVs ? convertFloats(uvs) : null, null, convertIntegers(indices), false);
oid.targetObj.setData(aVertices, aNormals, aTexCoords, aColors, aIndices, false); try { matLib.setMaterial(oid.targetObj, oid.materialName);
mRootObject.setData(verticesArr, normalsArr, null, null, indicesArr, false);
mBaseObjects[parsedSub].setData(vertices, normals, uvs, null, indices, false);
/** * Passes the data to the Geometry3D instance. Vertex Buffer Objects (VBOs) will be created. * * @param vertices * A float array containing vertex data * @param normals * A float array containing normal data * @param textureCoords * A float array containing texture coordinates * @param colors * A float array containing color values (rgba) * @param indices * An integer array containing face indices * @param createVBOs * A boolean controlling if the VBOs are create immediately. */ public void setData(float[] vertices, float[] normals, float[] textureCoords, float[] colors, int[] indices, boolean createVBOs) { setData(vertices, GLES20.GL_STATIC_DRAW, normals, GLES20.GL_STATIC_DRAW, textureCoords, GLES20.GL_STATIC_DRAW, colors, GLES20.GL_STATIC_DRAW, indices, GLES20.GL_STATIC_DRAW, createVBOs); }
indicesArr[i] = i; mRootObject.setData(verticesArr, normalsArr, null, null, indicesArr, false);
targetObj.setData(aVertices, aNormals, aTexCoords, null, aIndices, false);
o.setData(convertFloats(vertices), convertFloats(normals), hasUVs ? convertFloats(uvs) : null, null, convertIntegers(indices), false);
oid.targetObj.setData(aVertices, aNormals, aTexCoords, aColors, aIndices, false); try { matLib.setMaterial(oid.targetObj, oid.materialName);
mRootObject.setData(verticesArr, normalsArr, null, null, indicesArr, false);
mBaseObjects[parsedSub].setData(vertices, normals, uvs, null, indices, false);