本文整理汇总了Java中com.badlogic.gdx.graphics.GL11.glBindBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glBindBuffer方法的具体用法?Java GL11.glBindBuffer怎么用?Java GL11.glBindBuffer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.badlogic.gdx.graphics.GL11
的用法示例。
在下文中一共展示了GL11.glBindBuffer方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: unbind
import com.badlogic.gdx.graphics.GL11; //导入方法依赖的package包/类
public void unbind()
{
GL11 localGL11 = Gdx.gl11;
int i = this.attributes.size();
int j = 0;
int k = 0;
if (j < i)
{
VertexAttribute localVertexAttribute = this.attributes.get(j);
switch (localVertexAttribute.usage)
{
case 4:
default:
throw new GdxRuntimeException("unkown vertex attribute type: " + localVertexAttribute.usage);
case 1:
case 5:
localGL11.glDisableClientState(32886);
case 0:
case 2:
case 3:
}
while (true)
{
j++;
break;
localGL11.glDisableClientState(32885);
continue;
localGL11.glClientActiveTexture(33984 + k);
localGL11.glDisableClientState(32888);
k++;
}
}
localGL11.glBindBuffer(34962, 0);
this.isBound = false;
}
示例2: dispose
import com.badlogic.gdx.graphics.GL11; //导入方法依赖的package包/类
public void dispose()
{
if (Gdx.gl20 != null)
{
tmpHandle.clear();
tmpHandle.put(this.bufferHandle);
tmpHandle.flip();
GL20 localGL20 = Gdx.gl20;
localGL20.glBindBuffer(34962, 0);
localGL20.glDeleteBuffers(1, tmpHandle);
this.bufferHandle = 0;
return;
}
tmpHandle.clear();
tmpHandle.put(this.bufferHandle);
tmpHandle.flip();
GL11 localGL11 = Gdx.gl11;
localGL11.glBindBuffer(34962, 0);
localGL11.glDeleteBuffers(1, tmpHandle);
this.bufferHandle = 0;
}
示例3: dispose
import com.badlogic.gdx.graphics.GL11; //导入方法依赖的package包/类
public void dispose()
{
if (Gdx.gl20 != null)
{
tmpHandle.clear();
tmpHandle.put(this.bufferHandle);
tmpHandle.flip();
GL20 localGL20 = Gdx.gl20;
localGL20.glBindBuffer(34962, 0);
localGL20.glDeleteBuffers(1, tmpHandle);
}
for (this.bufferHandle = 0; ; this.bufferHandle = 0)
{
BufferUtils.disposeUnsafeByteBuffer(this.byteBuffer);
return;
tmpHandle.clear();
tmpHandle.put(this.bufferHandle);
tmpHandle.flip();
GL11 localGL11 = Gdx.gl11;
localGL11.glBindBuffer(34962, 0);
localGL11.glDeleteBuffers(1, tmpHandle);
}
}
示例4: bind
import com.badlogic.gdx.graphics.GL11; //导入方法依赖的package包/类
public void bind()
{
if (this.bufferHandle == 0)
throw new GdxRuntimeException("No buffer allocated!");
if (Gdx.gl11 != null)
{
GL11 localGL11 = Gdx.gl11;
localGL11.glBindBuffer(34963, this.bufferHandle);
if (this.isDirty)
{
this.byteBuffer.limit(2 * this.buffer.limit());
localGL11.glBufferData(34963, this.byteBuffer.limit(), this.byteBuffer, this.usage);
this.isDirty = false;
}
}
while (true)
{
this.isBound = true;
return;
GL20 localGL20 = Gdx.gl20;
localGL20.glBindBuffer(34963, this.bufferHandle);
if (this.isDirty)
{
this.byteBuffer.limit(2 * this.buffer.limit());
localGL20.glBufferData(34963, this.byteBuffer.limit(), this.byteBuffer, this.usage);
this.isDirty = false;
}
}
}
示例5: createBufferObject
import com.badlogic.gdx.graphics.GL11; //导入方法依赖的package包/类
private int createBufferObject()
{
if (Gdx.gl20 != null)
Gdx.gl20.glGenBuffers(1, tmpHandle);
int i;
while (true)
{
i = tmpHandle.get(0);
if (this.isStatic)
break label147;
this.maxBufferSize = this.byteBuffer.capacity();
if (Gdx.gl20 == null)
break;
GL20 localGL20 = Gdx.gl20;
localGL20.glBindBuffer(34962, i);
localGL20.glBufferData(34962, this.maxBufferSize, null, this.usage);
localGL20.glBindBuffer(34962, 0);
return i;
Gdx.gl11.glGenBuffers(1, tmpHandle);
}
GL11 localGL11 = Gdx.gl11;
localGL11.glBindBuffer(34962, i);
localGL11.glBufferData(34962, this.maxBufferSize, null, this.usage);
localGL11.glBindBuffer(34962, 0);
return i;
label147: this.maxBufferSize = 0;
return i;
}
示例6: unbind
import com.badlogic.gdx.graphics.GL11; //导入方法依赖的package包/类
public void unbind()
{
GL11 localGL11 = Gdx.gl11;
int i = this.attributes.size();
int j = 0;
int k = 0;
if (j < i)
{
switch (this.attributes.get(j).usage)
{
case 0:
case 4:
default:
case 1:
case 5:
case 2:
case 3:
}
while (true)
{
j++;
break;
localGL11.glDisableClientState(32886);
continue;
localGL11.glDisableClientState(32885);
continue;
localGL11.glClientActiveTexture(33984 + k);
localGL11.glDisableClientState(32888);
k++;
}
}
localGL11.glBindBuffer(34962, 0);
this.isBound = false;
}
示例7: dispose
import com.badlogic.gdx.graphics.GL11; //导入方法依赖的package包/类
public void dispose()
{
if (Gdx.gl20 != null)
{
tmpHandle.clear();
tmpHandle.put(this.bufferHandle);
tmpHandle.flip();
GL20 localGL20 = Gdx.gl20;
localGL20.glBindBuffer(34963, 0);
localGL20.glDeleteBuffers(1, tmpHandle);
this.bufferHandle = 0;
}
while (true)
{
BufferUtils.disposeUnsafeByteBuffer(this.byteBuffer);
return;
if (Gdx.gl11 != null)
{
tmpHandle.clear();
tmpHandle.put(this.bufferHandle);
tmpHandle.flip();
GL11 localGL11 = Gdx.gl11;
localGL11.glBindBuffer(34963, 0);
localGL11.glDeleteBuffers(1, tmpHandle);
this.bufferHandle = 0;
}
}
}
示例8: bind
import com.badlogic.gdx.graphics.GL11; //导入方法依赖的package包/类
public void bind()
{
if (this.bufferHandle == 0)
throw new GdxRuntimeException("buuh");
if (Gdx.gl11 != null)
{
GL11 localGL11 = Gdx.gl11;
localGL11.glBindBuffer(34963, this.bufferHandle);
if (this.isDirty)
{
this.byteBuffer.limit(2 * this.buffer.limit());
localGL11.glBufferSubData(34963, 0, this.byteBuffer.limit(), this.byteBuffer);
this.isDirty = false;
}
}
while (true)
{
this.isBound = true;
return;
GL20 localGL20 = Gdx.gl20;
localGL20.glBindBuffer(34963, this.bufferHandle);
if (this.isDirty)
{
this.byteBuffer.limit(2 * this.buffer.limit());
localGL20.glBufferSubData(34963, 0, this.byteBuffer.limit(), this.byteBuffer);
this.isDirty = false;
}
}
}
示例9: bind
import com.badlogic.gdx.graphics.GL11; //导入方法依赖的package包/类
public void bind()
{
GL11 localGL11 = Gdx.gl11;
localGL11.glBindBuffer(34962, this.bufferHandle);
if (this.isDirty)
{
this.byteBuffer.limit(4 * this.buffer.limit());
localGL11.glBufferSubData(34962, 0, this.byteBuffer.limit(), this.byteBuffer);
this.isDirty = false;
}
int i = this.attributes.size();
int j = 0;
int k = 0;
VertexAttribute localVertexAttribute;
int m;
while (j < i)
{
localVertexAttribute = this.attributes.get(j);
switch (localVertexAttribute.usage)
{
case 4:
default:
throw new GdxRuntimeException("unkown vertex attribute type: " + localVertexAttribute.usage);
case 0:
localGL11.glEnableClientState(32884);
localGL11.glVertexPointer(localVertexAttribute.numComponents, 5126, this.attributes.vertexSize, localVertexAttribute.offset);
m = k;
j++;
k = m;
break;
case 1:
case 5:
if (localVertexAttribute.usage != 5)
break label362;
case 2:
case 3:
}
}
label362: for (int n = 5121; ; n = 5126)
{
localGL11.glEnableClientState(32886);
localGL11.glColorPointer(localVertexAttribute.numComponents, n, this.attributes.vertexSize, localVertexAttribute.offset);
m = k;
break;
localGL11.glEnableClientState(32885);
localGL11.glNormalPointer(5126, this.attributes.vertexSize, localVertexAttribute.offset);
m = k;
break;
localGL11.glClientActiveTexture(33984 + k);
localGL11.glEnableClientState(32888);
localGL11.glTexCoordPointer(localVertexAttribute.numComponents, 5126, this.attributes.vertexSize, localVertexAttribute.offset);
m = k + 1;
break;
this.isBound = true;
return;
}
}