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:opengl.test.object.lineCube.java

@Override
public void render() {
    this.bind();// use porgrma --> ket thuc disable program

    GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    this.VertexAttribPointer();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);

    GL20.glEnableVertexAttribArray(0);// set index ve 0 

    GL11.glDrawElements(GL11.GL_LINE_STRIP, 16, GL11.GL_UNSIGNED_INT, 0);

    GL20.glDisableVertexAttribArray(0);// disable 

    GL30.glBindVertexArray(0);// unbind vao

    this.unbind();// dsiable program
}

From source file:opengl.test.object.table.table.java

@Override
public void render() {

    this.bind();// use porgrma --> ket thuc disable program

    GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    this.VertexAttribPointer();

    GL20.glEnableVertexAttribArray(0);// set index ve 0 

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.size);
    //GL11.glDrawElements(GL11.GL_TRIANGLES, this.indices.capacity(), GL11.GL_UNSIGNED_INT, 0);// capacity --> luon luon chua max
    //GL11./*from  w  ww  . ja  v a  2  s  .  c om*/
    GL20.glDisableVertexAttribArray(0);// disable 

    GL30.glBindVertexArray(0);// unbind vao

    this.unbind();// dsiable program
}

From source file:opengl.test.object.tivi.tivi.java

@Override
public void render() {

    this.bind();// use porgrma --> ket thuc disable program

    GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    this.VertexAttribPointer();

    GL20.glEnableVertexAttribArray(0);// set index ve 0 
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.size);
    //GL11.glDrawElements(GL11.GL_TRIANGLES, this.indices.capacity(), GL11.GL_UNSIGNED_INT, 0);// capacity --> luon luon chua max
    //GL11./*from w w w . ja v  a 2  s .  com*/
    GL20.glDisableVertexAttribArray(0);// disable 

    GL30.glBindVertexArray(0);// unbind vao

    this.unbind();// dsiable program
}

From source file:opengl.test.object.tree.testobject.leaf.java

public void render() {

    this.bind();// use porgrma --> ket thuc disable program

    GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
    this.VertexAttribPointer();

    GL20.glEnableVertexAttribArray(0);// set index ve 0 

    GL11.glDrawElements(GL11.GL_TRIANGLES, this.indices.capacity(), GL11.GL_UNSIGNED_INT, 0);// capacity --> luon luon chua max
    //GL11.//ww  w  .  j  a v a 2s  . c  o m
    GL20.glDisableVertexAttribArray(0);// disable 

    GL30.glBindVertexArray(0);// unbind vao

    this.unbind();// dsiable program
}

From source file:opengl.test.object.XO.java

@Override
public void render() {

    this.bind();// use porgrma --> ket thuc disable program

    GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
    this.VertexAttribPointer();

    GL20.glEnableVertexAttribArray(0);// set index ve 0 

    GL11.glDrawElements(GL11.GL_TRIANGLES, this.indices.capacity(), GL11.GL_UNSIGNED_INT, 0);// capacity --> luon luon chua max
    //GL11.//from ww  w  . j  a  va2 s .  c o m
    GL20.glDisableVertexAttribArray(0);// disable 

    GL30.glBindVertexArray(0);// unbind vao

    this.unbind();// dsiable program
}

From source file:org.bonsaimind.badgersvoyage.tools.planetstudio.Studio.java

License:Open Source License

public void run() {
    GL11.glClearColor(0.2f, 0.5f, 1f, 0f);
    GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());

    //GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);

    while (!Display.isCloseRequested() && !closeRequested) {
        processKeyboard();//ww w  .j  a va  2s . co m
        ErrorChecker.exitOnOpenGlError("After processKeyboard.");

        camera.startTranslate();
        sphere.translate();
        camera.endTranslate();
        ErrorChecker.exitOnOpenGlError("End of Translate.");

        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

        GL20.glUseProgram(programId);
        sphere.render();

        GL20.glDisableVertexAttribArray(0);
        GL30.glDeleteVertexArrays(0);

        GL20.glUseProgram(0);

        Display.sync(60);
        Display.update();

        ErrorChecker.exitOnOpenGlError("End of main loop.");

    }

    Display.destroy();

}

From source file:org.jogamp.glg2d.impl.shader.AnyModePipeline.java

License:Apache License

public void unbindBuffer() {
    GL20.glDisableVertexAttribArray(vertCoordLocation);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}

From source file:org.jogamp.glg2d.impl.shader.GeometryShaderStrokePipeline.java

License:Apache License

public void draw(FloatBuffer vertexBuffer, boolean close) {
    int pos = vertexBuffer.position();
    int lim = vertexBuffer.limit();
    int numPts = (lim - pos) / 2;

    if (numPts * 2 + 6 > vBuffer.capacity()) {
        vBuffer = BufferUtils.createFloatBuffer(numPts * 2 + 4);
    }//w  ww. j  a va 2s .  c  o  m

    vBuffer.clear();

    if (close) {
        vBuffer.put(vertexBuffer.get(lim - 2));
        vBuffer.put(vertexBuffer.get(lim - 1));
        vBuffer.put(vertexBuffer);
        vBuffer.put(vertexBuffer.get(pos));
        vBuffer.put(vertexBuffer.get(pos + 1));
        vBuffer.put(vertexBuffer.get(pos + 2));
        vBuffer.put(vertexBuffer.get(pos + 3));
    } else {
        vBuffer.put(0);
        vBuffer.put(0);
        vBuffer.put(vertexBuffer);
        vBuffer.put(0);
        vBuffer.put(0);
    }

    vBuffer.flip();

    bindBuffer(vBuffer);

    if (close) {
        setDrawEnd(DRAW_END_NONE);
        GL11.glDrawArrays(GL11.GL_LINES, 0, numPts + 1);
        GL11.glDrawArrays(GL11.GL_LINES, 1, numPts);
    } else if (numPts == 2) {
        setDrawEnd(DRAW_END_BOTH);
        GL11.glDrawArrays(GL11.GL_LINES, 0, 2);
    } else {
        setDrawEnd(DRAW_END_NONE);
        GL11.glDrawArrays(GL11.GL_LINES, 1, numPts - 2);
        GL11.glDrawArrays(GL11.GL_LINES, 2, numPts - 3);

        setDrawEnd(DRAW_END_FIRST);
        GL11.glDrawArrays(GL11.GL_LINES, 0, 2);

        setDrawEnd(DRAW_END_LAST);
        GL11.glDrawArrays(GL11.GL_LINES, numPts - 2, 2);
    }

    GL20.glDisableVertexAttribArray(vertCoordLocation);
    GL20.glDisableVertexAttribArray(vertBeforeLocation);
    GL20.glDisableVertexAttribArray(vertAfterLocation);

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}

From source file:org.jogamp.glg2d.impl.shader.GL2ES2ImagePipeline.java

License:Apache License

public void draw(FloatBuffer interleavedVertTexBuffer) {
    bufferData(interleavedVertTexBuffer);

    GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, 4);

    GL20.glDisableVertexAttribArray(vertCoordLocation);
    GL20.glDisableVertexAttribArray(texCoordLocation);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}

From source file:org.spout.engine.renderer.GL20BatchVertexRenderer.java

License:Open Source License

/**
 * Draws this batch//from w w  w.  j av  a2  s .c om
 */
@Override
public void doRender(RenderMaterial material, int startVert, int endVert) {

    material.assign();

    for (VertexBufferImpl vb : vertexBuffers.valueCollection()) {
        vb.bind();
        GL20.glEnableVertexAttribArray(vb.getLayout());
        GL20.glVertexAttribPointer(vb.getLayout(), vb.getElements(), GL11.GL_FLOAT, false, 0, 0);
        //activeMaterial.getShader().enableAttribute(vb.getName(), vb.getElements(), GL11.GL_FLOAT, 0, 0, vb.getLayout());         
    }

    GL11.glDrawArrays(renderMode, startVert, endVert);

    for (VertexBufferImpl vb : vertexBuffers.valueCollection()) {
        GL20.glDisableVertexAttribArray(vb.getLayout());
    }

}