/** * Sets the texture buffer for a given texture unit index. Interprets it as a 2 component float buffer data. If you * need other sizes, use setTextureCoords instead. * * @param textureBuffer * the texture buffer * @param index * the unit index * @see #setTextureCoords(FloatBufferData, int) */ public void setTextureBuffer(final FloatBuffer textureBuffer, final int index) { if (textureBuffer == null) { setTextureCoords(null, index); } else { setTextureCoords(new FloatBufferData(textureBuffer, 2), index); } }
/** * * <code>setTextureData</code> sets the points that define the texture of the box. It's a one-to-one ratio, where * each plane of the box has it's own copy of the texture. That is, the texture is repeated one time for each six * faces. * */ private void setTextureData() { if (_meshData.getTextureCoords(0) == null) { _meshData.setTextureCoords(new FloatBufferData(BufferUtils.createVector2Buffer(8), 2), 0); final FloatBuffer tex = _meshData.getTextureCoords(0).getBuffer(); tex.put(1).put(0); // 0 tex.put(0).put(0); // 1 tex.put(0).put(1); // 2 tex.put(1).put(1); // 3 tex.put(1).put(0); // 4 tex.put(0).put(0); // 5 tex.put(1).put(1); // 6 tex.put(0).put(1); // 7 } }
/** * * <code>setTextureData</code> sets the points that define the texture of the box. It's a one-to-one ratio, where * each plane of the box has it's own copy of the texture. That is, the texture is repeated one time for each six * faces. * */ private void setTextureData() { if (_meshData.getTextureCoords(0) == null) { _meshData.setTextureCoords(new FloatBufferData(BufferUtils.createVector2Buffer(8), 2), 0); final FloatBuffer tex = _meshData.getTextureCoords(0).getBuffer(); tex.put(1).put(0); // 0 tex.put(0).put(0); // 1 tex.put(0).put(1); // 2 tex.put(1).put(1); // 3 tex.put(1).put(0); // 4 tex.put(0).put(0); // 5 tex.put(1).put(1); // 6 tex.put(0).put(1); // 7 } }
private void setTextureData() { if (getMeshData().getTextureCoords(0) == null) { final FloatBuffer tex = BufferUtils.createVector2Buffer(trailVertices); getMeshData().setTextureCoords(new FloatBufferData(tex, 2), 0); for (int i = 0; i < nrTrailSections; i++) { tex.put((float) i / nrTrailSections).put(0); tex.put((float) i / nrTrailSections).put(1); } } }
/** * Initialize the meshdata object with data. * * @param vertices * @param normals * @param colors * @param coords */ private void setupData(final FloatBuffer vertices, final FloatBuffer normals, final FloatBuffer colors, final FloatBufferData coords) { _meshData.setVertexBuffer(vertices); _meshData.setNormalBuffer(normals); _meshData.setColorBuffer(colors); _meshData.setTextureCoords(coords, 0); }
/** * Initialize the meshdata object with data. * * @param vertices * @param normals * @param colors * @param coords */ private void setupData(final FloatBuffer vertices, final FloatBuffer normals, final FloatBuffer colors, final FloatBufferData coords) { _meshData.setVertexBuffer(vertices); _meshData.setNormalBuffer(normals); _meshData.setColorBuffer(colors); _meshData.setTextureCoords(coords, 0); }
public void initDataBuffers() { // Generate our buffers based on the information collected above and populate MeshData vertices = new FloatBufferData(totalVertices * vertCoords, vertCoords); data.setVertexCoords(vertices); colors = useColors ? new FloatBufferData(totalVertices * 4, 4) : null; data.setColorCoords(colors); normals = useNormals ? new FloatBufferData(totalVertices * 3, 3) : null; data.setNormalCoords(normals); texCoordsList = Lists.newArrayListWithCapacity(maxTextures); for (int i = 0; i < maxTextures; i++) { texCoordsList.add(new FloatBufferData(totalVertices * texCoords, texCoords)); } data.setTextureCoords(useTextures ? texCoordsList : null); }
public void initDataBuffers() { // Generate our buffers based on the information collected above and populate MeshData vertices = new FloatBufferData(totalVertices * vertCoords, vertCoords); data.setVertexCoords(vertices); colors = useColors ? new FloatBufferData(totalVertices * 4, 4) : null; data.setColorCoords(colors); normals = useNormals ? new FloatBufferData(totalVertices * 3, 3) : null; data.setNormalCoords(normals); texCoordsList = Lists.newArrayListWithCapacity(maxTextures); for (int i = 0; i < maxTextures; i++) { final FloatBufferData uvs = new FloatBufferData(totalVertices * texCoords, texCoords); texCoordsList.add(uvs); data.setTextureCoords(uvs, i); } }
/** * Initialize the meshdata object with data. * * @param vertices * @param normals * @param colors * @param coords */ private void setupData(final FloatBuffer vertices, final FloatBuffer normals, final FloatBuffer colors, final FloatBufferData coords) { _meshData.setVertexBuffer(vertices); _meshData.setNormalBuffer(normals); _meshData.setColorBuffer(colors); _meshData.setTextureCoords(coords, 0); _meshData.setIndices(null); }
/** * Initialize the meshdata object with data. * * @param vertices * @param normals * @param colors * @param coords */ private void setupData(final FloatBuffer vertices, final FloatBuffer normals, final FloatBuffer colors, final FloatBufferData coords) { _meshData.setVertexBuffer(vertices); _meshData.setNormalBuffer(normals); _meshData.setColorBuffer(colors); _meshData.setTextureCoords(coords, 0); _meshData.setIndices(null); }
final int verts = indices.size() * 6; mData.setVertexCoords(new FloatBufferData(verts * 3, 3)); mData.setTextureCoords(new FloatBufferData(verts * 2, 2), 0); mData.setColorCoords(new FloatBufferData(verts * 4, 4));
final int verts = indices.size() * 6; mData.setVertexCoords(new FloatBufferData(verts * 3, 3)); mData.setTextureCoords(new FloatBufferData(verts * 2, 2), 0); mData.setColorCoords(new FloatBufferData(verts * 4, 4));
case TEXCOORD: _buffer = BufferUtils.createFloatBuffer(size); meshData.setTextureCoords(new FloatBufferData(_buffer, _paramCount), _texCoord); break; case COLOR:
mData.setVertexCoords(verts); mData.setNormalCoords(norms); mData.setTextureCoords(texs, 0); verts.setVboAccessMode(VBOAccessMode.DynamicDraw); norms.setVboAccessMode(VBOAccessMode.DynamicDraw);
dstTexs = BufferUtils.createFloatBuffer(srcTexs.capacity()); dstTexs.clear(); dstMeshData.setTextureCoords(new FloatBufferData(dstTexs, 2), 0);
_meshData.setNormalBuffer(BufferUtils.createVector3Buffer(_meshData.getNormalBuffer(), verts)); final FloatBufferData textureCoords = _meshData.getTextureCoords(0); _meshData.setTextureCoords( new FloatBufferData(BufferUtils.createVector2Buffer(textureCoords != null ? textureCoords.getBuffer() : null, verts), 2), 0);
_meshData.setNormalBuffer(BufferUtils.createVector3Buffer(_meshData.getNormalBuffer(), verts)); final FloatBufferData textureCoords = _meshData.getTextureCoords(0); _meshData.setTextureCoords( new FloatBufferData(BufferUtils.createVector2Buffer(textureCoords != null ? textureCoords.getBuffer() : null, verts), 2), 0);
for (int k = 0; k < uvs.length; k++) { if (uvs[k] != null) { meshData.setTextureCoords(uvs[k], k);
for (int k = 0; k < uvs.length; k++) { if (uvs[k] != null) { meshData.setTextureCoords(uvs[k], k);
_meshData.setTextureCoords(new FloatBufferData(verts * 2, 2), 0); _meshData.getTextureCoords(0).setVboAccessMode(VBOAccessMode.DynamicDraw); } else {