@Override public void ensureIndices (int numIndices) { indices.ensureCapacity(numIndices); }
@Override public void ensureIndices (int numIndices) { indices.ensureCapacity(numIndices); }
indicesArray.ensureCapacity(vertexCount); indicesArray.size = vertexCount; short[] indices = this.indices = indicesArray.items; triangles.ensureCapacity(Math.max(0, vertexCount - 2) * 3); triangulate(); return triangles;
indicesArray.ensureCapacity(vertexCount); indicesArray.size = vertexCount; short[] indices = this.indices = indicesArray.items; triangles.ensureCapacity(Math.max(0, vertexCount - 2) * 3); triangulate(); return triangles;
@Override public void addMesh (Mesh mesh, int indexOffset, int numIndices) { if (!attributes.equals(mesh.getVertexAttributes())) throw new GdxRuntimeException("Vertex attributes do not match"); if (numIndices <= 0) return; // silently ignore an empty mesh part // FIXME don't triple copy, instead move the copy to jni int numFloats = mesh.getNumVertices() * stride; tmpVertices.clear(); tmpVertices.ensureCapacity(numFloats); tmpVertices.size = numFloats; mesh.getVertices(tmpVertices.items); tmpIndices.clear(); tmpIndices.ensureCapacity(numIndices); tmpIndices.size = numIndices; mesh.getIndices(indexOffset, numIndices, tmpIndices.items, 0); addMesh(tmpVertices.items, tmpIndices.items, 0, numIndices); }
@Override public void addMesh (Mesh mesh, int indexOffset, int numIndices) { if (!attributes.equals(mesh.getVertexAttributes())) throw new GdxRuntimeException("Vertex attributes do not match"); if (numIndices <= 0) return; // silently ignore an empty mesh part // FIXME don't triple copy, instead move the copy to jni int numFloats = mesh.getNumVertices() * stride; tmpVertices.clear(); tmpVertices.ensureCapacity(numFloats); tmpVertices.size = numFloats; mesh.getVertices(tmpVertices.items); tmpIndices.clear(); tmpIndices.ensureCapacity(numIndices); tmpIndices.size = numIndices; mesh.getIndices(indexOffset, numIndices, tmpIndices.items, 0); addMesh(tmpVertices.items, tmpIndices.items, 0, numIndices); }
int pointCount = count / 2; originalIndices.clear(); originalIndices.ensureCapacity(pointCount); short[] originalIndicesArray = originalIndices.items; for (short i = 0; i < pointCount; i++)
int pointCount = count / 2; originalIndices.clear(); originalIndices.ensureCapacity(pointCount); short[] originalIndicesArray = originalIndices.items; for (short i = 0; i < pointCount; i++)
int pointCount = count / 2; originalIndices.clear(); originalIndices.ensureCapacity(pointCount); short[] originalIndicesArray = originalIndices.items; for (short i = 0; i < pointCount; i++)
int pointCount = count / 2; originalIndices.clear(); originalIndices.ensureCapacity(pointCount); short[] originalIndicesArray = originalIndices.items; for (short i = 0; i < pointCount; i++)
tmpIndices.ensureCapacity(divisionsU * 2); tmpIndices.size = s; int tempOffset = 0;
tmpIndices.ensureCapacity(divisionsU * 2); tmpIndices.size = s; int tempOffset = 0;
triangles.clear(); if (count < 6) return triangles; triangles.ensureCapacity(count);
triangles.clear(); if (count < 6) return triangles; triangles.ensureCapacity(count);
@Override public void ensureIndices (int numIndices) { indices.ensureCapacity(numIndices); }
/** Increases the size of the backing indices array to accommodate the specified number of additional indices. Useful before * adding many indices to avoid multiple backing array resizes. * @param numIndices The number of indices you are about to add */ public void ensureIndices(int numIndices) { indices.ensureCapacity(numIndices); }
indicesArray.ensureCapacity(vertexCount); indicesArray.size = vertexCount; short[] indices = this.indices = indicesArray.items; triangles.ensureCapacity(Math.max(0, vertexCount - 2) * 3); triangulate(); return triangles;
@Override public void addMesh (Mesh mesh, int indexOffset, int numIndices) { if (!attributes.equals(mesh.getVertexAttributes())) throw new GdxRuntimeException("Vertex attributes do not match"); if (numIndices <= 0) return; // silently ignore an empty mesh part // FIXME don't triple copy, instead move the copy to jni int numFloats = mesh.getNumVertices() * stride; tmpVertices.clear(); tmpVertices.ensureCapacity(numFloats); tmpVertices.size = numFloats; mesh.getVertices(tmpVertices.items); tmpIndices.clear(); tmpIndices.ensureCapacity(numIndices); tmpIndices.size = numIndices; mesh.getIndices(indexOffset, numIndices, tmpIndices.items, 0); addMesh(tmpVertices.items, tmpIndices.items, 0, numIndices); }
int pointCount = count / 2; originalIndices.clear(); originalIndices.ensureCapacity(pointCount); short[] originalIndicesArray = originalIndices.items; for (short i = 0; i < pointCount; i++)
int pointCount = count / 2; originalIndices.clear(); originalIndices.ensureCapacity(pointCount); short[] originalIndicesArray = originalIndices.items; for (short i = 0; i < pointCount; i++)