List of usage examples for org.lwjgl.opengl GL11 glTexCoordPointer
public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer)
From source file:org.jtrfp.mtmx.draw.TerrainDrawer.java
License:Open Source License
private void bindBuffers() { // normals//from w ww .j av a 2 s.com glBindBufferARB(GL_ARRAY_BUFFER_ARB, normalBufferId); GL11.glNormalPointer(GL_FLOAT, 0, 0); // vertexes glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexBufferId); glVertexPointer(3, GL_FLOAT, 0, 0); // textures glBindBufferARB(GL_ARRAY_BUFFER_ARB, texCoordBufferId); GL11.glTexCoordPointer(2, GL_FLOAT, 0, 0); // indexes glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indexBufferId); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glTexCoordPointer(int a, int b, int c, long d) { GL11.glTexCoordPointer(a, b, c, d); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glTexCoordPointer(int a, int b, int c, ByteBuffer d) { GL11.glTexCoordPointer(a, b, c, d); }
From source file:voxicity.ChunkNode.java
License:Open Source License
public void render(Frustum camera) { if (empty)/* w ww. j ava 2 s.c o m*/ return; AABB chunk_box = new AABB(Constants.Chunk.side_length, Constants.Chunk.side_length, Constants.Chunk.side_length); chunk_box.center_on(chunk.get_x() + chunk_box.dimensions().x, chunk.get_y() + chunk_box.dimensions().y, chunk.get_z() + chunk_box.dimensions().z); if (!camera.collides(chunk_box)) return; Renderer.draw_calls++; if (shader_prog != 0) GL20.glUseProgram(shader_prog); // Bind VBO to vertex pointer GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vert_buf); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); // Bind the texture coord VBO to texture pointer GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, tex_buf); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); int tex_bak = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); for (Batch batch : batches) { // Bind the texture for this batch GL11.glBindTexture(GL11.GL_TEXTURE_2D, batch.tex); // Bind index array GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, batch.indices); // Draw the block GL12.glDrawRangeElements(GL11.GL_QUADS, 0, Constants.Chunk.block_number * 24 - 1, batch.num_elements, GL11.GL_UNSIGNED_INT, 0); Renderer.batch_draw_calls++; Renderer.quads += batch.num_elements; } // Unbind the texture GL11.glBindTexture(GL11.GL_TEXTURE_2D, tex_bak); // Unbind all buffers GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Disable the shader once more if (shader_prog != 0) GL20.glUseProgram(0); }
From source file:voxicity.Renderer.java
License:Open Source License
private void render_batch(ChunkNode.Batch batch) { if (!camera.collides(batch.box)) return;// w w w .j a v a 2 s.co m Renderer.draw_calls++; // Use the shader the batch needs GL20.glUseProgram(batch.shader); // Bind VBO to vertex pointer GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, batch.vert_buf); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); // Bind the texture coord VBO to texture pointer GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, batch.tex_buf); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); // Bind the texture for this batch GL11.glBindTexture(GL11.GL_TEXTURE_2D, batch.tex); // Bind index array GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, batch.indices); // Draw the block GL12.glDrawRangeElements(GL11.GL_QUADS, 0, Constants.Chunk.block_number * 24 - 1, batch.num_elements, GL11.GL_UNSIGNED_INT, 0); Renderer.batch_draw_calls++; Renderer.quads += batch.num_elements; // Unbind the texture GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); // Unbind all buffers GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL20.glUseProgram(0); }
From source file:zildo.fwk.opengl.compatibility.VBOHardware.java
License:Open Source License
@Override public void draw(VBOBuffers p_bufs) { ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, p_bufs.vertexBufferId); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, p_bufs.normalBufferId); GL11.glNormalPointer(GL11.GL_FLOAT, 0, 0); ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, p_bufs.textureBufferId); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); }
From source file:zildo.platform.opengl.compatibility.VBOHardware.java
License:Open Source License
@Override public void draw(VBOBuffers p_bufs, int start, int count) { preDraw();/* w ww .ja va2 s. co m*/ int stride = 4 * 4; ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, p_bufs.vertexBufferId); GL11.glVertexPointer(2, GL11.GL_FLOAT, stride, 0); GL11.glTexCoordPointer(2, GL11.GL_FLOAT, stride, 2 * 4); //GL12.glDrawRangeElements(GL11.GL_TRIANGLES, 0, count, count, GL11.GL_UNSIGNED_SHORT, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, start, count); }