@Override public void begin (float fbufWidth, float fbufHeight, boolean flip) { super.begin(fbufWidth, fbufHeight, flip); program.activate(); gl.glUniform2f(uHScreenSize, fbufWidth/2f, fbufHeight/2f); gl.glUniform1f(uFlip, flip ? -1 : 1); // certain graphics cards (I'm looking at you, Intel) exhibit broken behavior if we bind our // attributes once during activation, so for those cards we bind every time in flush() if (!delayedBinding) bindAttribsBufs(); gl.checkError("TriangleBatch begin"); }
@Override public void begin (float fbufWidth, float fbufHeight, boolean flip) { super.begin(fbufWidth, fbufHeight, flip); program.activate(); gl.glUniform2f(uHScreenSize, fbufWidth/2f, fbufHeight/2f); gl.glUniform1f(uFlip, flip ? -1 : 1); // certain graphics cards (I'm looking at you, Intel) exhibit broken behavior if we bind our // attributes once during activation, so for those cards we bind every time in flush() if (!delayedBinding) bindAttribsBufs(); gl.checkError("TriangleBatch begin"); }
@Override public void flush () { super.flush(); if (vertPos > 0) { bindTexture(); if (delayedBinding) { bindAttribsBufs(); // see comments in activate() gl.checkError("TriangleBatch.flush bind"); } gl.bufs.setFloatBuffer(vertices, 0, vertPos); gl.glBufferData(GL_ARRAY_BUFFER, vertPos*4, gl.bufs.floatBuffer, GL_STREAM_DRAW); gl.bufs.setShortBuffer(elements, 0, elemPos); gl.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elemPos*2, gl.bufs.shortBuffer, GL_STREAM_DRAW); gl.checkError("TriangleBatch.flush BufferData"); gl.glDrawElements(GL_TRIANGLES, elemPos, GL_UNSIGNED_SHORT, 0); gl.checkError("TriangleBatch.flush DrawElements"); vertPos = 0; elemPos = 0; } }
@Override public void flush () { super.flush(); if (vertPos > 0) { bindTexture(); if (delayedBinding) { bindAttribsBufs(); // see comments in activate() gl.checkError("TriangleBatch.flush bind"); } gl.bufs.setFloatBuffer(vertices, 0, vertPos); gl.glBufferData(GL_ARRAY_BUFFER, vertPos*4, gl.bufs.floatBuffer, GL_STREAM_DRAW); gl.bufs.setShortBuffer(elements, 0, elemPos); gl.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elemPos*2, gl.bufs.shortBuffer, GL_STREAM_DRAW); gl.checkError("TriangleBatch.flush BufferData"); gl.glDrawElements(GL_TRIANGLES, elemPos, GL_UNSIGNED_SHORT, 0); gl.checkError("TriangleBatch.flush DrawElements"); vertPos = 0; elemPos = 0; } }