@Override public void glGenVertexArrays (int n, int[] arrays, int offset) { GLES30.glGenVertexArrays(n, arrays, offset); }
@Override public void glGenVertexArrays (int n, int[] arrays, int offset) { GLES30.glGenVertexArrays(n, arrays, offset); }
@Override public void glGenVertexArrays (int n, java.nio.IntBuffer arrays) { GLES30.glGenVertexArrays(n, arrays); }
@Override public void glGenVertexArrays (int n, java.nio.IntBuffer arrays) { GLES30.glGenVertexArrays(n, arrays); }
@Override public int glGenVertexArrays() { int[] va = new int[1]; GLES30.glGenVertexArrays(1, va, 0); return va[0]; }
private void beginVAO() { IntBuffer vaoIdBuffer = IntBuffer.allocate(1); GLES30.glGenVertexArrays(1, vaoIdBuffer); vaoId = vaoIdBuffer.get(0); GLES30.glBindVertexArray(vaoId); }
public void initVAO() { int[] vaoIds = new int[1]; GLES30.glGenVertexArrays(1, vaoIds, 0); mVAOId = vaoIds[0]; GLES30.glBindVertexArray(mVAOId); GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mVertexBufferId); GLES30.glEnableVertexAttribArray(maPositionHandle); GLES30.glVertexAttribPointer(maPositionHandle, 3, GLES30.GL_FLOAT, false, 3 * 4, 0); GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0); GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mTextureBufferId); GLES30.glEnableVertexAttribArray(maTexCoorHandle); GLES30.glVertexAttribPointer(maTexCoorHandle, 2, GLES30.GL_FLOAT, false, 2 * 4, 0); GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0); // GLES30.glBindBuffer(GLES30.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferId); // GLES30.glBindBuffer(GLES30.GL_ELEMENT_ARRAY_BUFFER, 0); GLES30.glBindVertexArray(0); }