protected final void glBindVertAttrib (int loc, int size, int type, int stride, int offset) { gl.glEnableVertexAttribArray(loc); gl.glVertexAttribPointer(loc, size, type, false, stride, offset); }
protected final void glBindVertAttrib (int loc, int size, int type, int stride, int offset) { gl.glEnableVertexAttribArray(loc); gl.glVertexAttribPointer(loc, size, type, false, stride, offset); }
@Override public void begin (float fbufWidth, float fbufHeight, boolean flip) { super.begin(fbufWidth, fbufHeight, flip); program.activate(); // TODO: apparently we can avoid glUniform calls because they're part of the program state; so // we can cache the last set values for all these glUniform calls and only set them anew if // they differ... gl.glUniform2f(uHScreenSize, fbufWidth/2f, fbufHeight/2f); gl.glUniform1f(uFlip, flip ? -1 : 1); gl.glBindBuffer(GL_ARRAY_BUFFER, verticesId); gl.glEnableVertexAttribArray(aVertex); gl.glVertexAttribPointer(aVertex, VERTEX_SIZE, GL_SHORT, false, 0, 0); gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementsId); gl.glActiveTexture(GL_TEXTURE0); gl.glUniform1i(uTexture, 0); gl.checkError("UniformQuadBatch begin"); }
@Override public void begin (float fbufWidth, float fbufHeight, boolean flip) { super.begin(fbufWidth, fbufHeight, flip); program.activate(); // TODO: apparently we can avoid glUniform calls because they're part of the program state; so // we can cache the last set values for all these glUniform calls and only set them anew if // they differ... gl.glUniform2f(uHScreenSize, fbufWidth/2f, fbufHeight/2f); gl.glUniform1f(uFlip, flip ? -1 : 1); gl.glBindBuffer(GL_ARRAY_BUFFER, verticesId); gl.glEnableVertexAttribArray(aVertex); gl.glVertexAttribPointer(aVertex, VERTEX_SIZE, GL_SHORT, false, 0, 0); gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementsId); gl.glActiveTexture(GL_TEXTURE0); gl.glUniform1i(uTexture, 0); gl.checkError("UniformQuadBatch begin"); }