/** * Creates a cube primitive. * * @param width The width of the prism. * @param height The height of the prism. * @param depth The depth of the prism. * @param hasCubemapTexture A boolean that indicates a cube map texture will be used (6 textures) or a regular * single texture. * @param createTextureCoordinates A boolean that indicates whether the texture coordinates should be calculated or not. * @param createVertexColorBuffer A boolean that indicates whether a vertex color buffer should be created or not. * @param createVBOs A boolean that indicates whether the VBOs should be created imediately or not. */ public RectangularPrism(float width, float height, float depth, boolean hasCubemapTexture, boolean createTextureCoordinates, boolean createVertexColorBuffer, boolean createVBOs) { super(); mWidth = width; mHeight = height; mDepth = depth; mHasCubemapTexture = hasCubemapTexture; mCreateTextureCoords = createTextureCoordinates; mCreateVertexColorBuffer = createVertexColorBuffer; init(createVBOs); }
/** * Creates a cube primitive. * * @param width The width of the prism. * @param height The height of the prism. * @param depth The depth of the prism. * @param hasCubemapTexture A boolean that indicates a cube map texture will be used (6 textures) or a regular * single texture. * @param createTextureCoordinates A boolean that indicates whether the texture coordinates should be calculated or not. * @param createVertexColorBuffer A boolean that indicates whether a vertex color buffer should be created or not. * @param createVBOs A boolean that indicates whether the VBOs should be created imediately or not. */ public RectangularPrism(float width, float height, float depth, boolean hasCubemapTexture, boolean createTextureCoordinates, boolean createVertexColorBuffer, boolean createVBOs) { super(); mWidth = width; mHeight = height; mDepth = depth; mHasCubemapTexture = hasCubemapTexture; mCreateTextureCoords = createTextureCoordinates; mCreateVertexColorBuffer = createVertexColorBuffer; init(createVBOs); }