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Java VertexAttribute.TexCoords方法代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.VertexAttribute.TexCoords方法的典型用法代码示例。如果您正苦于以下问题:Java VertexAttribute.TexCoords方法的具体用法?Java VertexAttribute.TexCoords怎么用?Java VertexAttribute.TexCoords使用的例子?那么, 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com.badlogic.gdx.graphics.VertexAttribute的用法示例。


在下文中一共展示了VertexAttribute.TexCoords方法的12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: makeMesh

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
public void makeMesh() {
	int rayon = Math.max(ExterminateGame.rendu, ExterminateGame.MAX_VIEW_DISTANCE)+5;
	 int nbTriangles=ChunkBuilder.GRIDSIZE*ChunkBuilder.GRIDSIZE*2*rayon*2*rayon*2;
	 int nbVertex=(ChunkBuilder.GRIDSIZE+1)*(ChunkBuilder.GRIDSIZE+1)*rayon*2*rayon*2;
	 
	FloatBuffer vertexL = org.lwjgl.BufferUtils.createFloatBuffer(nbVertex*ChunkBuilder.SOL_VERTICE_SIZE);
	IntBuffer indicesL = org.lwjgl.BufferUtils.createIntBuffer(nbTriangles*3);
	
	mesh = new UniMesh(true, true, nbVertex, nbTriangles*3, new VertexAttributes(VertexAttribute.Position(), VertexAttribute.NormalPacked(), VertexAttribute.TexCoords(0), VertexAttribute.ColorPacked()));
	mesh.setVertices(vertexL, 0, nbVertex*ChunkBuilder.SOL_VERTICE_SIZE);
	mesh.setIndices(indicesL, 0, nbTriangles*3);
	mesh.setCapacity(0);

	usedSol = new boolean[rayon*2*rayon*2];
	forChunk = new Chunk[rayon*2*rayon*2];
	
	for(int i=0;i<rayon*2*rayon*2;i++) {
		usedSol[i] = false;
	}

	UniVertexBufferObject.showMem();
}
 
开发者ID:Osaris31,项目名称:exterminate,代码行数:23,代码来源:Ground.java

示例2: buildMesh

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
private void buildMesh() {
  mesh = new Mesh(true, SIZE, 6, VertexAttribute.Position(), VertexAttribute.TexCoords(0));
  mesh.setVertices(vertices);

  short[] indices = new short[6];
  int v = 0;
  for (int i = 0; i < indices.length; i += 6, v += 4) {
    indices[i] = (short)(v);
    indices[i + 1] = (short)(v + 2);
    indices[i + 2] = (short)(v + 1);
    indices[i + 3] = (short)(v + 1);
    indices[i + 4] = (short)(v + 2);
    indices[i + 5] = (short)(v + 3);
  }

  mesh.setIndices(indices);
}
 
开发者ID:macbury,项目名称:ForgE,代码行数:18,代码来源:Sprite3DCache.java

示例3: build

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
public static Mesh build(float size, TextureRegion region) {
  Mesh mesh = new Mesh(true, SIZE, 6, VertexAttribute.Position(), VertexAttribute.TexCoords(0));
  mesh.setVertices(verticies(size, region));
  mesh.setAutoBind(false);
  short[] indices = new short[6];
  int v = 0;
  for (int i = 0; i < indices.length; i += 6, v += 4) {
    indices[i] = (short)(v);
    indices[i + 1] = (short)(v + 2);
    indices[i + 2] = (short)(v + 1);
    indices[i + 3] = (short)(v + 1);
    indices[i + 4] = (short)(v + 2);
    indices[i + 5] = (short)(v + 3);
  }

  mesh.setIndices(indices);

  return mesh;
}
 
开发者ID:macbury,项目名称:ForgE,代码行数:20,代码来源:QuadBuilder.java

示例4: create

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
@Override
public void create () {
	String vertexShader = "attribute vec4 a_position;    \n" + "attribute vec4 a_color;\n" + "attribute vec2 a_texCoord0;\n"
		+ "uniform mat4 u_worldView;\n" + "varying vec4 v_color;" + "varying vec2 v_texCoords;"
		+ "void main()                  \n" + "{                            \n" + "   v_color = vec4(1, 1, 1, 1); \n"
		+ "   v_texCoords = a_texCoord0; \n" + "   gl_Position =  u_worldView * a_position;  \n"
		+ "}                            \n";
	String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "varying vec4 v_color;\n"
		+ "varying vec2 v_texCoords;\n" + "uniform sampler2D u_texture;\n" + "void main()                                  \n"
		+ "{                                            \n" + "  gl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n"
		+ "}";

	shader = new ShaderProgram(vertexShader, fragmentShader);
	if (shader.isCompiled() == false) {
		Gdx.app.log("ShaderTest", shader.getLog());
		Gdx.app.exit();
	}

	mesh = new Mesh(true, 4, 6, VertexAttribute.Position(), VertexAttribute.ColorUnpacked(), VertexAttribute.TexCoords(0));
	mesh.setVertices(new float[] {-0.5f, -0.5f, 0, 1, 1, 1, 1, 0, 1, 0.5f, -0.5f, 0, 1, 1, 1, 1, 1, 1, 0.5f, 0.5f, 0, 1, 1, 1,
		1, 1, 0, -0.5f, 0.5f, 0, 1, 1, 1, 1, 0, 0});
	mesh.setIndices(new short[] {0, 1, 2, 2, 3, 0});
	texture = new Texture(Gdx.files.internal("data/bobrgb888-32x32.png"));
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:25,代码来源:MeshShaderTest.java

示例5: buildMeshes

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
public static void buildMeshes() {
	if (indices == null) {
		int len = 3 * 6 * 6 / 3;
		indices = new short[len];
		short j = 0;
		for (int i = 0; i < len; i += 6, j += 4) {
			indices[i + 0] = (short) (j + 0);
			indices[i + 1] = (short) (j + 1);
			indices[i + 2] = (short) (j + 2);
			indices[i + 3] = (short) (j + 2);
			indices[i + 4] = (short) (j + 3);
			indices[i + 5] = (short) (j + 0);
		}
	}
	
	for (Voxel v : voxels.values()) {
		v.mesh = new Mesh(true, 24, indices.length, VertexAttribute.Position(), VertexAttribute.Normal(), VertexAttribute.ColorPacked(), VertexAttribute.TexCoords(0), VertexAttribute.TexCoords(1));
		v.mesh.setIndices(indices);
		verts = new FloatArray();
		for (Direction d : Direction.values())
			new TextureFace(d, new Vector3(), v.getTextureUV(0, 0, 0, d)).getVertexData(verts);
		v.mesh.setVertices(verts.items, 0, verts.size);
	}
}
 
开发者ID:Dakror,项目名称:Vloxlands,代码行数:25,代码来源:Voxel.java

示例6: setupMesh

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
private void setupMesh(Model model, MaterialTileMapping textures) {
	int numVertices = countModelVertices(model);
	vertices = new Vertices(
			numVertices,
			VertexAttribute.Position(),
			VertexAttribute.ColorUnpacked(),
			VertexAttribute.Normal(),
			VertexAttribute.TexCoords(0)
	);

	model.calculateBoundingBox(tmpModelBounds);
	if (scaleToSize != null) {
		MathHelpers.getScaleFactor(tmpModelBounds.getDimensions(), scaleToSize, tmpScaleFactor);
		bounds = new BoundingBox().set(Vector3.Zero, scaleToSize);
	} else {
		bounds = new BoundingBox().set(Vector3.Zero, tmpModelBounds.getDimensions());
		tmpScaleFactor.set(1.0f, 1.0f, 1.0f);
	}

	for (int i = 0; i < model.nodes.size; ++i)
		collectModelNodeVertices(model.nodes.get(i), vertices, textures, color, tmpScaleFactor, positionOffset);
}
 
开发者ID:gered,项目名称:gdx-tilemap3d,代码行数:23,代码来源:ModelTileMesh.java

示例7: create

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
@Override
public void create () {
	Preferences pref = Gdx.app.getPreferences("test");
	boolean resultb = pref.getBoolean("test");
	int resulti = pref.getInteger("test");

	shader = new ShaderProgram(Gdx.files.internal("data/shaders/shader-vs.glsl"),
		Gdx.files.internal("data/shaders/shader-fs.glsl"));
	if (!shader.isCompiled()) throw new GdxRuntimeException(shader.getLog());
	mesh = new Mesh(VertexDataType.VertexBufferObject, true, 6, 0, VertexAttribute.Position(), VertexAttribute.TexCoords(0));
	mesh.setVertices(new float[] {-0.5f, -0.5f, 0, 0, 1, 0.5f, -0.5f, 0, 1, 1, 0.5f, 0.5f, 0, 1, 0, 0.5f, 0.5f, 0, 1, 0, -0.5f,
		0.5f, 0, 0, 0, -0.5f, -0.5f, 0, 0, 1});

	texture = new Texture(new Pixmap(Gdx.files.internal("data/badlogic.jpg")), true);
	texture.setFilter(TextureFilter.MipMap, TextureFilter.Linear);

	String params = Gdx.files.internal("data/gwttestparams.txt").readString();
	numSprites = Integer.parseInt(params);

	batch = new SpriteBatch();
	positions = new ArrayList<Vector2>();
	for (int i = 0; i < numSprites; i++) {
		positions.add(new Vector2(MathUtils.random() * Gdx.graphics.getWidth(), MathUtils.random() * Gdx.graphics.getHeight()));
	}
	sprite = new Sprite(texture);
	sprite.setSize(64, 64);
	sprite.setOrigin(32, 32);

	font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false);
	cache = new BitmapFontCache(font);
	cache.setColor(Color.RED);
	cache.setMultiLineText("This is a Test", 0, 0);

	atlas = new TextureAtlas(Gdx.files.internal("data/pack"));
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:36,代码来源:GwtTest.java

示例8: initVertices

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
@Override
protected void initVertices() {
    /** STARS **/
    meshes = new MeshData[1];
    curr = new MeshData();
    meshes[0] = curr;

    aux1 = new Vector3();

    maxVertices = 3000000;

    VertexAttribute[] attribs = buildVertexAttributes();
    curr.mesh = new Mesh(false, maxVertices, 0, attribs);

    curr.vertices = new float[maxVertices * (curr.mesh.getVertexAttributes().vertexSize / 4)];
    curr.vertexSize = curr.mesh.getVertexAttributes().vertexSize / 4;
    curr.colorOffset = curr.mesh.getVertexAttribute(Usage.ColorPacked) != null ? curr.mesh.getVertexAttribute(Usage.ColorPacked).offset / 4 : 0;
    pmOffset = curr.mesh.getVertexAttribute(Usage.Tangent) != null ? curr.mesh.getVertexAttribute(Usage.Tangent).offset / 4 : 0;
    additionalOffset = curr.mesh.getVertexAttribute(Usage.Generic) != null ? curr.mesh.getVertexAttribute(Usage.Generic).offset / 4 : 0;

    /** NEBULA **/

    // Max of 5000 nebula clouds
    int maxQuads = 5000;
    int maxQuadVertices = maxQuads * 4;
    int maxQuadIndices = maxQuads * 6;
    quad = new MeshData();

    quad.mesh = new Mesh(false, maxQuadVertices, maxQuadIndices, VertexAttribute.Position(), VertexAttribute.Normal(), VertexAttribute.TexCoords(0), new VertexAttribute(Usage.Generic, 2, "a_additional"));
    quad.vertices = new float[maxQuadVertices * (quad.mesh.getVertexAttributes().vertexSize / 4)];
    quad.vertexSize = quad.mesh.getVertexAttributes().vertexSize / 4;
    quad.indices = new short[maxQuadIndices];
}
 
开发者ID:langurmonkey,项目名称:gaiasky,代码行数:34,代码来源:MilkyWayRenderSystem.java

示例9: load

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
public void load() {
	if (indices == null) {
		int len = SIZE * SIZE * SIZE * 6 * 6 / 3;
		indices = new short[len];
		short j = 0;
		for (int i = 0; i < len; i += 6, j += 4) {
			indices[i + 0] = (short) (j + 0);
			indices[i + 1] = (short) (j + 1);
			indices[i + 2] = (short) (j + 2);
			indices[i + 3] = (short) (j + 2);
			indices[i + 4] = (short) (j + 3);
			indices[i + 5] = (short) (j + 0);
		}
	}
	
	opaque = new Mesh(true, SIZE * SIZE * SIZE * 6 * 4, SIZE * SIZE * SIZE * 36 / 3, VertexAttribute.Position(), VertexAttribute.Normal(), VertexAttribute.ColorPacked(), VertexAttribute.TexCoords(0), VertexAttribute.TexCoords(1) /*
																																																																																																																		 * how
																																																																																																																		 * many
																																																																																																																		 * faces
																																																																																																																		 * together
																																																																																																																		 * ?
																																																																																																																		 */);
	opaque.setIndices(indices);
	transp = new Mesh(true, SIZE * SIZE * SIZE * 6 * 4, SIZE * SIZE * SIZE * 36 / 3, VertexAttribute.Position(), VertexAttribute.Normal(), VertexAttribute.ColorPacked(), VertexAttribute.TexCoords(0), VertexAttribute.TexCoords(1) /*
																																																																																																																		 * how
																																																																																																																		 * many
																																																																																																																		 * faces
																																																																																																																		 * together
																																																																																																																		 * ?
																																																																																																																		 */);
	transp.setIndices(indices);
	
	opaqueMeshData = new FloatArray();
	transpMeshData = new FloatArray();
	
	loaded = true;
	onceLoaded = true;
	drawn = false;
}
 
开发者ID:Dakror,项目名称:Vloxlands,代码行数:40,代码来源:Chunk.java

示例10: genCubeWireframe

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
public static Mesh genCubeWireframe(float size) {
	Mesh mesh = new Mesh(true, 24, 36, VertexAttribute.Position(), VertexAttribute.Normal(), VertexAttribute.TexCoords(0), VertexAttribute.TexCoords(1) /*
																																																																											 * how
																																																																											 * many
																																																																											 * faces
																																																																											 * together
																																																																											 * ?
																																																																											 */);
	
	float[] cubeVerts = { 0, 0, 0, 0, 0, size, 0, 0, size, 0, size, size, 0, size, size, 0, size, 0, 0, size, 0, 0, 0, 0, size, 0, 0, size, 0, size, size, 0, size, size, size, size, size, size, size, size, size, 0, size, size, 0, size, 0, 0, size, 0, 0, 0, 0, 0, size, size, 0, 0, size, 0, size, 0, size, 0, 0, size, size, size, size, 0, size, size, };
	
	float[] vertices = new float[cubeVerts.length / 3 * 10];
	int pIdx = 0;
	for (int i = 0; i < vertices.length;) {
		vertices[i++] = cubeVerts[pIdx++];
		vertices[i++] = cubeVerts[pIdx++];
		vertices[i++] = cubeVerts[pIdx++];
		vertices[i++] = 0;
		vertices[i++] = 1;
		vertices[i++] = 0;
		vertices[i++] = 0;
		vertices[i++] = 0;
		vertices[i++] = 1;
		vertices[i++] = 1;
	}
	mesh.setVertices(vertices);
	
	return mesh;
}
 
开发者ID:Dakror,项目名称:Vloxlands,代码行数:30,代码来源:Mesher.java

示例11: loadRenderModel

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
private Model loadRenderModel(String name) {
	if (models.containsKey(name)) return models.get(name);						

	// FIXME we load the models synchronously cause we are lazy
	int error = 0;
	PointerBuffer modelPointer = PointerBuffer.allocateDirect(1);
	while (true) {
		error = VRRenderModels.VRRenderModels_LoadRenderModel_Async(name, modelPointer);
		if (error != VR.EVRRenderModelError_VRRenderModelError_Loading) break;
	}
	
	if (error != VR.EVRRenderModelError_VRRenderModelError_None) return null;		
	RenderModel renderModel = new RenderModel(modelPointer.getByteBuffer(RenderModel.SIZEOF));
	
	error = 0;
	PointerBuffer texturePointer = PointerBuffer.allocateDirect(1);
	while (true) {
		error = VRRenderModels.VRRenderModels_LoadTexture_Async(renderModel.diffuseTextureId(), texturePointer);
		if (error != VR.EVRRenderModelError_VRRenderModelError_Loading) break;
	}
	
	if (error != VR.EVRRenderModelError_VRRenderModelError_None) {
		VRRenderModels.VRRenderModels_FreeRenderModel(renderModel);
		return null;
	}
					
	RenderModelTextureMap renderModelTexture = new RenderModelTextureMap(texturePointer.getByteBuffer(RenderModelTextureMap.SIZEOF));
	
	// convert to a Model				
	Mesh mesh = new Mesh(true, renderModel.unVertexCount(), renderModel.unTriangleCount() * 3, VertexAttribute.Position(), VertexAttribute.Normal(), VertexAttribute.TexCoords(0));
	MeshPart meshPart = new MeshPart(name, mesh, 0, renderModel.unTriangleCount() * 3, GL20.GL_TRIANGLES);
	RenderModelVertex.Buffer vertices = renderModel.rVertexData();
	float[] packedVertices = new float[8 * renderModel.unVertexCount()];
	int i = 0;
	while(vertices.remaining() > 0) {
		RenderModelVertex v = vertices.get();			
		packedVertices[i++] = v.vPosition().v(0);
		packedVertices[i++] = v.vPosition().v(1);
		packedVertices[i++] = v.vPosition().v(2);
		
		packedVertices[i++] = v.vNormal().v(0);
		packedVertices[i++] = v.vNormal().v(1);
		packedVertices[i++] = v.vNormal().v(2);
		
		packedVertices[i++] = v.rfTextureCoord().get(0);
		packedVertices[i++] = v.rfTextureCoord().get(1);
	}
	mesh.setVertices(packedVertices);
	short[] indices = new short[renderModel.unTriangleCount() * 3];
	renderModel.IndexData().get(indices);		
	mesh.setIndices(indices);
	
	Pixmap pixmap = new Pixmap(renderModelTexture.unWidth(), renderModelTexture.unHeight(), Format.RGBA8888);
	byte[] pixels = new byte[renderModelTexture.unWidth() * renderModelTexture.unHeight() * 4];
	renderModelTexture.rubTextureMapData(pixels.length).get(pixels);
	pixmap.getPixels().put(pixels);
	pixmap.getPixels().position(0);
	Texture texture = new Texture(new PixmapTextureData(pixmap, pixmap.getFormat(), true, true));
	Material material = new Material(new TextureAttribute(TextureAttribute.Diffuse, texture));		
			
	Model model = new Model();
	model.meshes.add(mesh);
	model.meshParts.add(meshPart);
	model.materials.add(material);
	Node node = new Node();
	node.id = name;		
	node.parts.add(new NodePart(meshPart, material));
	model.nodes.add(node);
	model.manageDisposable(mesh);
	model.manageDisposable(texture);
	
	VRRenderModels.VRRenderModels_FreeRenderModel(renderModel);
	VRRenderModels.VRRenderModels_FreeTexture(renderModelTexture);

	models.put(name, model);
	
	return model;
}
 
开发者ID:justinmarentette11,项目名称:Tower-Defense-Galaxy,代码行数:79,代码来源:VRContext.java

示例12: genCube

import com.badlogic.gdx.graphics.VertexAttribute; //导入方法依赖的package包/类
public static Mesh genCube(float size, float texX, float texY, float texSize) {
	Mesh mesh = new Mesh(true, 24, 36, VertexAttribute.Position(), VertexAttribute.Normal(), VertexAttribute.ColorPacked(), VertexAttribute.TexCoords(0), VertexAttribute.TexCoords(1) /*
																																																																																											 * how
																																																																																											 * many
																																																																																											 * faces
																																																																																											 * together
																																																																																											 * ?
																																																																																											 */);
	
	float[] cubeVerts = { 0, 0, 0, 0, 0, size, size, 0, size, size, 0, 0, 0, size, 0, 0, size, size, size, size, size, size, size, 0, 0, 0, 0, 0, size, 0, size, size, 0, size, 0, 0, 0, 0, size, 0, size, size, size, size, size, size, 0, size, 0, 0, 0, 0, 0, size, 0, size, size, 0, size, 0, size, 0, 0, size, 0, size, size, size, size, size, size, 0, };
	
	float[] cubeNormals = { 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, };
	
	float[] cubeTex = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, };
	
	float b = Color.toFloatBits(1f, 1f, 1f, 1f);
	
	float[] vertices = new float[24 * 11];
	int pIdx = 0;
	int nIdx = 0;
	int tIdx = 0;
	for (int i = 0; i < vertices.length;) {
		vertices[i++] = cubeVerts[pIdx++];
		vertices[i++] = cubeVerts[pIdx++];
		vertices[i++] = cubeVerts[pIdx++];
		vertices[i++] = cubeNormals[nIdx++];
		vertices[i++] = cubeNormals[nIdx++];
		vertices[i++] = cubeNormals[nIdx++];
		vertices[i++] = b;
		vertices[i++] = cubeTex[tIdx++] * texSize + texX;
		vertices[i++] = cubeTex[tIdx++] * texSize + texY;
		vertices[i++] = 1;
		vertices[i++] = 1;
	}
	
	short[] indices = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 };
	
	mesh.setVertices(vertices);
	mesh.setIndices(indices);
	
	return mesh;
}
 
开发者ID:Dakror,项目名称:Vloxlands,代码行数:43,代码来源:Mesher.java


注:本文中的com.badlogic.gdx.graphics.VertexAttribute.TexCoords方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。