/** Completes a series of drawing commands to this surface. */ public Surface end () { batch.end(); return this; }
/** Completes a series of drawing commands to this surface. */ public Surface end () { batch.end(); return this; }
/** Configures this surface to use {@code batch}, if non-null. NOOPs otherwise. * @return a batch which should be passed to {@link #popBatch} when rendering is done with this * batch. */ public QuadBatch pushBatch (QuadBatch newBatch) { if (newBatch == null) return null; QuadBatch oldBatch = batch; batch.end(); batch = beginBatch(newBatch); return oldBatch; }
/** Restores the batch that was in effect prior to a {@link #pushBatch} call. */ public void popBatch (QuadBatch oldBatch) { if (oldBatch != null) { batch.end(); batch = beginBatch(oldBatch); } }
/** Configures this surface to use {@code batch}, if non-null. NOOPs otherwise. * @return a batch which should be passed to {@link #popBatch} when rendering is done with this * batch. */ public QuadBatch pushBatch (QuadBatch newBatch) { if (newBatch == null) return null; QuadBatch oldBatch = batch; batch.end(); batch = beginBatch(newBatch); return oldBatch; }
/** Restores the batch that was in effect prior to a {@link #pushBatch} call. */ public void popBatch (QuadBatch oldBatch) { if (oldBatch != null) { batch.end(); batch = beginBatch(oldBatch); } }
@Override public void end () { super.end(); gl.glDisableVertexAttribArray(aVertex); gl.checkError("UniformQuadBatch end"); }
@Override public void end () { super.end(); gl.glDisableVertexAttribArray(aVertex); gl.checkError("UniformQuadBatch end"); }
@Override public void end () { super.end(); gl.glDisableVertexAttribArray(aMatrix); gl.glDisableVertexAttribArray(aTranslation); gl.glDisableVertexAttribArray(aColor); gl.glDisableVertexAttribArray(aPosition); gl.glDisableVertexAttribArray(aTexCoord); gl.checkError("TriangleBatch end"); }
@Override public void end () { super.end(); gl.glDisableVertexAttribArray(aMatrix); gl.glDisableVertexAttribArray(aTranslation); gl.glDisableVertexAttribArray(aColor); gl.glDisableVertexAttribArray(aPosition); gl.glDisableVertexAttribArray(aTexCoord); gl.checkError("TriangleBatch end"); }