@Override public void glDrawElements(int mode, int count, int type, int offset) { mGL11.glDrawElements(mode, count, type, offset); }
public void draw(GL10 gl) { checkGLError(gl); GL11 gl11 = (GL11) gl; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_NORMAL_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); checkGLError(gl); } }
public void draw(GL10 gl) { checkGLError(gl); GL11 gl11 = (GL11) gl; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_NORMAL_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); checkGLError(gl); } }
public void draw(GL10 gl) { GL11 gl11 = (GL11) gl; GL11Ext gl11Ext = (GL11Ext) gl; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET ); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); } }
public void draw(GL10 gl) { GL11 gl11 = (GL11) gl; GL11Ext gl11Ext = (GL11Ext) gl; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET ); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); } }
public void drawMesh(BasicTexture tex, int x, int y, int xyBuffer, int uvBuffer, int indexBuffer, int indexCount) { float alpha = mAlpha; if (!bindTexture(tex)) return; mGLState.setBlendEnabled(mBlendEnabled && (!tex.isOpaque() || alpha < OPAQUE_ALPHA)); mGLState.setTextureAlpha(alpha); // Reset the texture matrix. We will set our own texture coordinates // below. setTextureCoords(0, 0, 1, 1); saveTransform(); translate(x, y, 0); mGL.glLoadMatrixf(mMatrixValues, 0); mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, xyBuffer); mGL.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, uvBuffer); mGL.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); mGL.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexBuffer); mGL.glDrawElements(GL11.GL_TRIANGLE_STRIP, indexCount, GL11.GL_UNSIGNED_BYTE, 0); mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); mGL.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); mGL.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); restoreTransform(); mCountDrawMesh++; }