List of usage examples for org.lwjgl.opengl GL20 glDisableVertexAttribArray
public static void glDisableVertexAttribArray(@NativeType("GLuint") int index)
From source file:org.spout.engine.renderer.GL30BatchVertexRenderer.java
License:Open Source License
/** * Draws this batch// w ww . j av a2s. c o m */ @Override public void doRender(RenderMaterial material, int startVert, int endVert) { GL30.glBindVertexArray(vao); 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()); } }
From source file:org.spout.engine.renderer.GL40BatchVertexRenderer.java
License:Open Source License
@Override protected boolean doFlush(boolean force) { if (flushingBuffer.flush(force)) { GL30.glBindVertexArray(vao);//from w ww . ja va 2 s . c om SpoutRenderer.checkGLError(); if (currentBuffer != null) { currentBuffer.unbind(); for (int layout : currentBuffer.getLayout()) { GL20.glDisableVertexAttribArray(layout); SpoutRenderer.checkGLError(); } } flushingBuffer.bind(true); for (int layout : flushingBuffer.getLayout()) { GL20.glEnableVertexAttribArray(layout); SpoutRenderer.checkGLError(); } GL30.glBindVertexArray(0); SpoutRenderer.checkGLError(); return true; } return false; }
From source file:ovh.tgrhavoc.gameengine.core.Mesh.java
License:Open Source License
public void draw() { GL20.glEnableVertexAttribArray(0);/*from w w w. ja v a 2 s. c o m*/ GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, Vertex.SIZE * 4, 0); GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, Vertex.SIZE * 4, 12); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, Vertex.SIZE * 4, 20); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo); GL11.glDrawElements(GL11.GL_TRIANGLES, size, GL11.GL_UNSIGNED_INT, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); }
From source file:playn.java.JavaGL20.java
License:Apache License
@Override public void glDisableVertexAttribArray(int index) { GL20.glDisableVertexAttribArray(index); }
From source file:processing.lwjgl.PGL.java
License:Open Source License
public void disableVertexAttribArray(int loc) { GL20.glDisableVertexAttribArray(loc); }
From source file:processing.opengl.PLWJGL.java
License:Open Source License
@Override public void disableVertexAttribArray(int index) { GL20.glDisableVertexAttribArray(index); }
From source file:render.Quad.java
public void quadLoop() { GL.glClear(GL.GL_COLOR_BUFFER_BIT);//from www. j a va 2 s . c o m GL.glUseProgram(programId); GL.glBindVertexArray(vaoId); GL.glEnableVertexAttribArray(0); GL.glEnableVertexAttribArray(1); GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, vbindexId); GL.glDrawElements(GL.GL_TRIANGLES, indexCnt, GL.GL_UNSIGNED_INT, 0); GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL.glBindVertexArray(0); GL.glUseProgram(0); }
From source file:se.angergard.engine.graphics.Mesh.java
License:Apache License
public void draw() { GL20.glEnableVertexAttribArray(0);//from w ww . ja v a 2s . co m GL20.glEnableVertexAttribArray(1); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo); GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, Vertex2D.SIZE_BYTES, 0); GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false, Vertex2D.SIZE_BYTES, 8); GL11.glDrawElements(GL11.GL_TRIANGLES, INDICES_LENGTH, GL11.GL_UNSIGNED_INT, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glDisableVertexAttribArray(int a) { GL20.glDisableVertexAttribArray(a); }
From source file:uk.co.ifs_studios.engine.geometry.BasicDrawElement.java
License:Open Source License
/** * Render DrawElement./*w w w. jav a 2s . c om*/ */ public void render() { this.shader.getShaderProgram().use(); Engine.getInstance().getWindow().getProjectionMatrix().store(this.matrixBuffer); this.matrixBuffer.flip(); GL20.glUniformMatrix4(this.shader.getProjectionMatrixLocation(), false, this.matrixBuffer); Engine.getInstance().getGame().getCurrentState().getCamera().getViewMatrix().store(this.matrixBuffer); this.matrixBuffer.flip(); GL20.glUniformMatrix4(this.shader.getViewMatrixLocation(), false, this.matrixBuffer); this.modelMatrix.store(this.matrixBuffer); this.matrixBuffer.flip(); GL20.glUniformMatrix4(this.shader.getModelMatrixLocation(), false, this.matrixBuffer); GL30.glBindVertexArray(this.vao); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo); GL11.glDrawElements(GL11.GL_TRIANGLES, this.indiceCount, GL11.GL_UNSIGNED_BYTE, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); this.shader.getShaderProgram().unuse(); }