List of usage examples for org.lwjgl.opengl GL20 glDisableVertexAttribArray
public static void glDisableVertexAttribArray(@NativeType("GLuint") int index)
From source file:vertigo.graphics.lwjgl.LWJGL_Renderer.java
License:Open Source License
private void drawShape(Shape obj) { // Geometry: VBO and IBO if (obj.isDirty(Node.VBO)) { processBO(obj);/* ww w.java 2 s . co m*/ obj.setDirty(Node.VBO, false); } ShaderProg glshader = obj.getMaterial().getShaderMaterial(); GL20.glUseProgram(glshader.getHandle()); updateUniform(); VBO vbo = null; for (Attribute attrib : attribute) { if (vbo.getType().equals(attrib.getType())) { int alocation = GL20.glGetAttribLocation(glshader.getHandle(), attrib.getName()); GL20.glEnableVertexAttribArray(alocation); GL20.glVertexAttribPointer(alocation, attrib.getSize(), GL11.GL_FLOAT, false, vbo.getStride() << 2, 0L); } } if (isIndexed) { // draw with index GL11.glDrawElements(getOpenGLStyle(obj.getDrawingStyle()), /* elements */ ibo.getSize(), GL_UNSIGNED_INT, 0L); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL20.glDisableVertexAttribArray(0); } else { // draw without index GL11.glDrawArrays(getOpenGLStyle(obj.getDrawingStyle()), 0, capacity / vbo3f.getStride()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); } GL20.glUseProgram(0); }
From source file:wrapper.vbo.Vbo.java
License:Open Source License
public void render() { if (vertid != -1) { shader.bind();//from w ww . j ava 2 s . co m GL11.glEnable(GL11.GL_BLEND); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texid); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid); GL20.glEnableVertexAttribArray(vertexattrib); GL20.glEnableVertexAttribArray(textureattrib); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid); GL20.glVertexAttribPointer(vertexattrib, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, texcoordid); GL20.glVertexAttribPointer(textureattrib, 2, GL11.GL_FLOAT, false, 0, 0); GL20.glUniform3f(rotationuniform, rotation_x, rotation_y, rotation_z); GL20.glUniform3f(transformuniform, transformation.x, transformation.y, transformation.z); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertcount); GL20.glDisableVertexAttribArray(vertexattrib); GL20.glDisableVertexAttribArray(textureattrib); GL11.glEnable(GL11.GL_BLEND); shader.unbind(); } else { System.out.println("Error no bound vertid"); return; } }
From source file:wrath.client.graphics.Model.java
License:Open Source License
@Override public void renderStop() { ShaderProgram.unbindShaders();/*from ww w. j a va 2s. co m*/ if (texture != null) GL20.glDisableVertexAttribArray(TEXTURE_ATTRIB_INDEX); Texture.unbindTextures(); GL20.glDisableVertexAttribArray(VERTICIES_ATTRIB_INDEX); GL20.glDisableVertexAttribArray(NORMALS_ATTRIB_INDEX); GL30.glBindVertexArray(0); }