Example usage for org.lwjgl.opengl GL20 glDisableVertexAttribArray

List of usage examples for org.lwjgl.opengl GL20 glDisableVertexAttribArray

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glDisableVertexAttribArray.

Prototype

public static void glDisableVertexAttribArray(@NativeType("GLuint") int index) 

Source Link

Document

Disables a generic vertex attribute array.

Usage

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);
}