/** Binds this VertexBufferObject for rendering via glDrawArrays or glDrawElements * @param shader the shader */ @Override public void bind (ShaderProgram shader) { bind(shader, null); }
/** Binds this VertexBufferObject for rendering via glDrawArrays or glDrawElements * @param shader the shader */ @Override public void bind (ShaderProgram shader) { bind(shader, null); }
@Override public void render () { // System.out.println( "render"); Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.gl.glEnable(GL20.GL_TEXTURE_2D); shader.begin(); shader.setUniformi("u_texture", 0); texture.bind(); vbo.bind(shader); ibo.bind(); Gdx.gl20.glDrawElements(GL20.GL_TRIANGLES, 3, GL20.GL_UNSIGNED_SHORT, 0); ibo.unbind(); vbo.unbind(shader); shader.end(); }
@Override public void render () { GL20 gl = Gdx.gl20; gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl.glClearColor(0.7f, 0, 0, 1); gl.glClear(GL20.GL_COLOR_BUFFER_BIT); gl.glEnable(GL20.GL_TEXTURE_2D); shader.begin(); shader.setUniformi("u_texture", 0); texture.bind(); vbo.bind(shader); indices.bind(); gl.glDrawElements(GL20.GL_TRIANGLES, 3, GL20.GL_UNSIGNED_SHORT, indices.getBuffer().position()); indices.unbind(); vbo.unbind(shader); shader.end(); }
/** Binds this VertexBufferObject for rendering via glDrawArrays or glDrawElements * @param shader the shader */ @Override public void bind (ShaderProgram shader) { bind(shader, null); }