List of usage examples for org.lwjgl.opengl GL20 glDisableVertexAttribArray
public static void glDisableVertexAttribArray(@NativeType("GLuint") int index)
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()); } }