public void glBindVertexArray(int param1) { gl3.glBindVertexArray(param1); checkError(); }
@SuppressWarnings("fallthrough") public void initialize() { loadCapabilities(); // Initialize default state.. gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1); if (caps.contains(Caps.SeamlessCubemap)) { // Enable this globally. Should be OK. gl.glEnable(GLExt.GL_TEXTURE_CUBE_MAP_SEAMLESS); } if (caps.contains(Caps.CoreProfile)) { // Core Profile requires VAO to be bound. gl3.glGenVertexArrays(intBuf16); int vaoId = intBuf16.get(0); gl3.glBindVertexArray(vaoId); } if (gl2 != null) { gl2.glEnable(GL2.GL_VERTEX_PROGRAM_POINT_SIZE); if (!caps.contains(Caps.CoreProfile)) { gl2.glEnable(GL2.GL_POINT_SPRITE); } } }
gl3.glBindVertexArray(id); context.boundVertexArray = id;
private void renderMeshVertexArray(Mesh mesh, int lod, int count, VertexBuffer instanceData) { if (mesh.getId() == -1) { updateVertexArray(mesh, instanceData); } else { // TODO: Check if it was updated } if (context.boundVertexArray != mesh.getId()) { gl3.glBindVertexArray(mesh.getId()); context.boundVertexArray = mesh.getId(); } // IntMap<VertexBuffer> buffers = mesh.getBuffers(); VertexBuffer indices; if (mesh.getNumLodLevels() > 0) { indices = mesh.getLodLevel(lod); } else { indices = mesh.getBuffer(Type.Index); } if (indices != null) { drawTriangleList(indices, mesh, count); } else { drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount()); } clearVertexAttribs(); }
public void glBindVertexArray(int param1) { gl3.glBindVertexArray(param1); checkError(); }
@SuppressWarnings("fallthrough") public void initialize() { loadCapabilities(); // Initialize default state.. gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1); if (caps.contains(Caps.SeamlessCubemap)) { // Enable this globally. Should be OK. gl.glEnable(GLExt.GL_TEXTURE_CUBE_MAP_SEAMLESS); } if (caps.contains(Caps.CoreProfile)) { // Core Profile requires VAO to be bound. gl3.glGenVertexArrays(intBuf16); int vaoId = intBuf16.get(0); gl3.glBindVertexArray(vaoId); } if (gl2 != null) { gl2.glEnable(GL2.GL_VERTEX_PROGRAM_POINT_SIZE); if (!caps.contains(Caps.CoreProfile)) { gl2.glEnable(GL2.GL_POINT_SPRITE); } } }
gl3.glBindVertexArray(id); context.boundVertexArray = id;
private void renderMeshVertexArray(Mesh mesh, int lod, int count, VertexBuffer instanceData) { if (mesh.getId() == -1) { updateVertexArray(mesh, instanceData); } else { // TODO: Check if it was updated } if (context.boundVertexArray != mesh.getId()) { gl3.glBindVertexArray(mesh.getId()); context.boundVertexArray = mesh.getId(); } // IntMap<VertexBuffer> buffers = mesh.getBuffers(); VertexBuffer indices; if (mesh.getNumLodLevels() > 0) { indices = mesh.getLodLevel(lod); } else { indices = mesh.getBuffer(Type.Index); } if (indices != null) { drawTriangleList(indices, mesh, count); } else { drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount()); } clearVertexAttribs(); }