本文整理汇总了Java中com.jogamp.opengl.GL4.glEnableVertexAttribArray方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glEnableVertexAttribArray方法的具体用法?Java GL4.glEnableVertexAttribArray怎么用?Java GL4.glEnableVertexAttribArray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.jogamp.opengl.GL4
的用法示例。
在下文中一共展示了GL4.glEnableVertexAttribArray方法的15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: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void initVertexArray(GL4 gl4) {
// create and bind a VAO to hold state for this model
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
// Identify the components in the vertex buffer
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 3, GL_FLOAT, false, RenderModel_Vertex_t.SIZE,
RenderModel_Vertex_t.OFFSET_POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.NORMAL);
gl4.glVertexAttribPointer(Semantic.Attr.NORMAL, 3, GL_FLOAT, false, RenderModel_Vertex_t.SIZE,
RenderModel_Vertex_t.OFFSET_NORMAL);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXT_COORD);
gl4.glVertexAttribPointer(Semantic.Attr.TEXT_COORD, 2, GL_FLOAT, false, RenderModel_Vertex_t.SIZE,
RenderModel_Vertex_t.OFFSET_TEXT_COORD);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBindVertexArray(0);
}
示例2: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ARRAY_BUFFER, vertexBufferName.get(0));
int stride = 2 * 3 * Float.BYTES;
int offset = 0;
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 3, GL_FLOAT, false, stride, offset);
offset += Vec3.SIZE;
gl4.glEnableVertexAttribArray(Semantic.Attr.COLOR);
gl4.glVertexAttribPointer(Semantic.Attr.COLOR, 3, GL_FLOAT, false, stride, offset);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glBindVertexArray(0);
}
示例3: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.DRAW_ID));
gl4.glVertexAttribIPointer(Semantic.Attr.DRAW_ID, 1, GL_UNSIGNED_INT, Integer.BYTES, 0);
gl4.glVertexAttribDivisor(Semantic.Attr.DRAW_ID, 1);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glEnableVertexAttribArray(Semantic.Attr.DRAW_ID);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}
示例4: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.ARRAY));
{
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0, 0);
}
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return checkError(gl4, "initVertexArray");
}
示例5: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(Pipeline.MAX, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindVertexArray(0);
return true;
}
示例6: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(Program.MAX, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
gl4.glBindVertexArray(0);
return true;
}
示例7: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}
示例8: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
int bindingIndex = 0;
gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE);
gl4.glVertexAttribBinding(Semantic.Attr.POSITION, bindingIndex);
gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, bindingIndex);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindVertexBuffer(bindingIndex, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fv2f.SIZE);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:25,代码来源:Gl_430_program_compute_variable_group_size.java
示例9: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}
示例10: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
}
gl4.glBindVertexArray(0);
return true;
}
示例11: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, arrayBufferName.get(0));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fc4f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.COLOR, 4, GL_FLOAT, false, Vertex_v2fc4f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.COLOR);
}
gl4.glBindVertexArray(0);
return checkError(gl4, "initVertexArray");
}
示例12: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glVertexAttribBinding(Semantic.Attr.POSITION, Semantic.Buffer.STATIC);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE);
gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
}
gl4.glBindVertexArray(0);
return checkError(gl4, "initVertexArray");
}
示例13: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.INSTANCE));
gl4.glVertexAttribIPointer(Semantic.Attr.DRAW_ID, 1, GL_INT, 0, 0);
gl4.glVertexAttribDivisor(Semantic.Attr.DRAW_ID, 1);
gl4.glEnableVertexAttribArray(Semantic.Attr.DRAW_ID);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}
示例14: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(Pipeline.MAX, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, glf.Vertex_v2fv2f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, glf.Vertex_v2fv2f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBindVertexArray(0);
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindVertexArray(0);
return true;
}
示例15: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(Program.MAX, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(Program.RENDER));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 3, GL_FLOAT, false, Vertex_v3fv4u8.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.COLOR, 4, GL_UNSIGNED_BYTE, true, Vertex_v3fv4u8.SIZE, Vec3.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.COLOR);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}