List of usage examples for org.lwjgl.opengl GL20 glDisableVertexAttribArray
public static void glDisableVertexAttribArray(@NativeType("GLuint") int index)
From source file:com.xrbpowered.gl.res.StaticMesh.java
License:Open Source License
public void disableDraw() { GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); for (int i = 0; i < countAttribs; i++) GL20.glDisableVertexAttribArray(i); GL30.glBindVertexArray(0);// ww w .j a v a2 s.c o m }
From source file:com.xrbpowered.gl.res.StaticMesh.java
License:Open Source License
public void destroy() { GL30.glBindVertexArray(vaoId);/*from w ww.jav a 2 s.c om*/ for (int i = 0; i < countAttribs; i++) GL20.glDisableVertexAttribArray(i); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboId); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); if (vboiId != GL11.GL_INVALID_VALUE) GL15.glDeleteBuffers(vboiId); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); }
From source file:cuchaz.jfxgl.prism.JFXGLContext.java
License:Open Source License
@Override public void disableVertexAttributes() { GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1);/*from w w w . ja v a2 s . c o m*/ GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); }
From source file:Data.Building.java
License:Apache License
@Override public void render() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); // Bind to the VAO that has all the information about the quad vertices GL30.glBindVertexArray(vaoId);//from w w w . j a v a2s . com GL20.glEnableVertexAttribArray(0); // Draw the vertices GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexCount); // Put everything back to default (deselect) GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); Util.exitOnGLError("Error in Building render"); }
From source file:Data.Building.java
License:Apache License
@Override public void destroy() { // Disable the VBO index from the VAO attributes list GL20.glDisableVertexAttribArray(0); // Delete the VBO GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboId);/*from w w w.j av a 2 s .co m*/ // Delete the VAO GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); }
From source file:de.ikosa.mars.viewer.glviewer.engine.GLMesh.java
License:Open Source License
public void use() { GL30.glBindVertexArray(vertexArrayObjectId); GL20.glEnableVertexAttribArray(0);/*from w w w . j av a 2s.co m*/ if (hasNormals) GL20.glEnableVertexAttribArray(1); else GL20.glDisableVertexAttribArray(1); if (hasTexCoords) GL20.glEnableVertexAttribArray(2); else GL20.glDisableVertexAttribArray(2); }
From source file:engine.render.TexturedQuad.java
public void renderQuad() { int shaderID = shader.getProgramID(); GL20.glUseProgram(shaderID);//from ww w . ja v a 2 s . c o m glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, tex.getTextureID()); GL30.glBindVertexArray(vaoId); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); glUniform2f(glGetUniformLocation(shaderID, "scale"), scale.x, scale.y); glUniform2f(glGetUniformLocation(shaderID, "translation"), translation.x, translation.y); glUniform2f(glGetUniformLocation(shaderID, "cameraOffset"), cameraOffset.x, cameraOffset.y); glUniform1f(glGetUniformLocation(shaderID, "rotation"), rotation); glUniform2f(glGetUniformLocation(shaderID, "resolution"), resolution.x, resolution.y); GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL30.glBindVertexArray(0); glDisable(GL_BLEND); GL20.glUseProgram(0); }
From source file:fr.guillaume.prive.viper.core.graphic.GraphicMotor.java
public static void draw() { GraphicMotor.checkInstance();/* ww w.j ava 2 s .c o m*/ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL20.glUseProgram(instance.shipShaderId); GL20.glUniform1i(instance.useTextureLocation, instance.drawPolygonFrame ? 0 : 1); int drawStyle = instance.drawPolygonFrame ? GL11.GL_LINE_LOOP : GL11.GL_TRIANGLES; GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, instance.shipTextureId); GL30.glBindVertexArray(instance.shipVaoId); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, instance.shipVboiId); GL11.glDrawElements(drawStyle, instance.shipVboiLenght, GL11.GL_UNSIGNED_INT, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); GL20.glUseProgram(0); }
From source file:game.entity.lwjgl.EntityRenderer.java
private void unbindTexturedModel(TexturedModel model) { GL20.glDisableVertexAttribArray(VERTEX_POSITIONS); GL20.glDisableVertexAttribArray(TEXTURE_COORDS); GL20.glDisableVertexAttribArray(NORMAL_VECTORS); GL30.glBindVertexArray(0);//from w w w . ja v a 2s .c om if (model.getRawModel().doesContainInvertedNormals()) { GL11.glEnable(GL11.GL_CULL_FACE); } }
From source file:game.skybox.lwjgl.SkyboxRenderer.java
public void render() { GL30.glBindVertexArray(cube.getVaoID()); GL20.glEnableVertexAttribArray(0);/* w w w . j a v a 2s . c o m*/ GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, cube.getVertexCount()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); }