/** Unbinds the underlying {@link VertexBufferObject} and {@link IndexBufferObject} is indices were given. Use this with OpenGL * ES 1.x and when auto-bind is disabled. * * @param shader the shader (does not unbind the shader) */ public void unbind (final ShaderProgram shader) { unbind(shader, null); }
/** Unbinds the underlying {@link VertexBufferObject} and {@link IndexBufferObject} is indices were given. Use this with OpenGL * ES 1.x and when auto-bind is disabled. * * @param shader the shader (does not unbind the shader) */ public void unbind (final ShaderProgram shader) { unbind(shader, null); }
@Override public void end () { if (currentMesh != null) { currentMesh.unbind(program, tempArray.items); currentMesh = null; } program.end(); }
/** Completes rendering for this SpriteCache. */ public void end () { if (!drawing) throw new IllegalStateException("begin must be called before end."); drawing = false; shader.end(); GL20 gl = Gdx.gl20; gl.glDepthMask(true); if (customShader != null) mesh.unbind(customShader); else mesh.unbind(shader); }
/** Completes rendering for this SpriteCache. */ public void end () { if (!drawing) throw new IllegalStateException("begin must be called before end."); drawing = false; shader.end(); GL20 gl = Gdx.gl20; gl.glDepthMask(true); if (customShader != null) mesh.unbind(customShader); else mesh.unbind(shader); }
@Override public void end () { if (currentMesh != null) { currentMesh.unbind(program, tempArray.items); currentMesh = null; } program.end(); }
public void render (Renderable renderable, final Attributes combinedAttributes) { for (int u, i = 0; i < localUniforms.size; ++i) if (setters.get(u = localUniforms.get(i)) != null) setters.get(u).set(this, u, renderable, combinedAttributes); if (currentMesh != renderable.meshPart.mesh) { if (currentMesh != null) currentMesh.unbind(program, tempArray.items); currentMesh = renderable.meshPart.mesh; currentMesh.bind(program, getAttributeLocations(renderable.meshPart.mesh.getVertexAttributes())); } renderable.meshPart.render(program, false); }
public void render (Renderable renderable, final Attributes combinedAttributes) { for (int u, i = 0; i < localUniforms.size; ++i) if (setters.get(u = localUniforms.get(i)) != null) setters.get(u).set(this, u, renderable, combinedAttributes); if (currentMesh != renderable.meshPart.mesh) { if (currentMesh != null) currentMesh.unbind(program, tempArray.items); currentMesh = renderable.meshPart.mesh; currentMesh.bind(program, getAttributeLocations(renderable.meshPart.mesh.getVertexAttributes())); } renderable.meshPart.render(program, false); }
if (autoBind) unbind(shader);
if (autoBind) unbind(shader);
/** Unbinds the underlying {@link VertexBufferObject} and {@link IndexBufferObject} is indices were given. Use this with OpenGL * ES 1.x and when auto-bind is disabled. * * @param shader the shader (does not unbind the shader) */ public void unbind (final ShaderProgram shader) { unbind(shader, null); }
/** Completes rendering for this SpriteCache. */ public void end () { if (!drawing) throw new IllegalStateException("begin must be called before end."); drawing = false; shader.end(); GL20 gl = Gdx.gl20; gl.glDepthMask(true); if (customShader != null) mesh.unbind(customShader); else mesh.unbind(shader); }
@Override public void end () { if (currentMesh != null) { currentMesh.unbind(program, tempArray.items); currentMesh = null; } program.end(); }
public void render (Renderable renderable, final Attributes combinedAttributes) { for (int u, i = 0; i < localUniforms.size; ++i) if (setters.get(u = localUniforms.get(i)) != null) setters.get(u).set(this, u, renderable, combinedAttributes); if (currentMesh != renderable.meshPart.mesh) { if (currentMesh != null) currentMesh.unbind(program, tempArray.items); currentMesh = renderable.meshPart.mesh; currentMesh.bind(program, getAttributeLocations(renderable.meshPart.mesh.getVertexAttributes())); } renderable.meshPart.render(program, false); }
if (autoBind) unbind(shader);