本文整理汇总了Java中com.jogamp.opengl.GL4.glVertexArrayAttribBinding方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glVertexArrayAttribBinding方法的具体用法?Java GL4.glVertexArrayAttribBinding怎么用?Java GL4.glVertexArrayAttribBinding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.glVertexArrayAttribBinding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: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glCreateVertexArrays(1, vertexArrayName);
// Setup the formats
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE);
// Setup the buffer source
gl4.glVertexArrayVertexBuffer(vertexArrayName.get(0), Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX),
0 * Float.BYTES, Vertex_v2fv2f.SIZE);
// Link them up
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.POSITION, Semantic.Buffer.STATIC);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.POSITION);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.TEXCOORD);
gl4.glVertexArrayElementBuffer(vertexArrayName.get(0), bufferName.get(Buffer.ELEMENT));
return true;
}
示例2: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glCreateVertexArrays(1, vertexArrayName);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.POSITION, Semantic.Buffer.STATIC);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.POSITION);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.TEXCOORD);
gl4.glVertexArrayElementBuffer(vertexArrayName.get(0), bufferName.get(Buffer.ELEMENT));
gl4.glVertexArrayVertexBuffer(vertexArrayName.get(0), Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0,
glf.Vertex_v2fv2f.SIZE);
return true;
}
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.glCreateVertexArrays(1, vertexArrayName);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.POSITION, Semantic.Buffer.STATIC);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.POSITION);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.TEXCOORD);
gl4.glVertexArrayElementBuffer(vertexArrayName.get(0), bufferName.get(Buffer.ELEMENT));
gl4.glVertexArrayVertexBuffer(vertexArrayName.get(0), Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0,
Vertex_v2fv2f.SIZE);
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.glCreateVertexArrays(Program.MAX, vertexArrayName);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(Program.TEXTURE), Semantic.Attr.POSITION, 0);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(Program.TEXTURE), Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(Program.TEXTURE), Semantic.Attr.POSITION);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(Program.TEXTURE), Semantic.Attr.TEXCOORD, 0);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(Program.TEXTURE), Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false,
Vec2.SIZE);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(Program.TEXTURE), Semantic.Attr.TEXCOORD);
gl4.glVertexArrayElementBuffer(vertexArrayName.get(Program.TEXTURE), bufferName.get(Buffer.ELEMENT));
gl4.glVertexArrayVertexBuffer(vertexArrayName.get(Program.TEXTURE), 0, bufferName.get(Buffer.VERTEX), 0,
Vertex_v2fv2f.SIZE);
return true;
}
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.glCreateVertexArrays(1, vertexArrayName);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.POSITION, 0);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.POSITION);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, 0);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.TEXCOORD);
gl4.glVertexArrayElementBuffer(vertexArrayName.get(0), bufferName.get(Buffer.ELEMENT));
gl4.glVertexArrayVertexBuffer(vertexArrayName.get(0), 0, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fv2f.SIZE);
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.glCreateVertexArrays(Pipeline.MAX, vertexArrayName);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.POSITION, Semantic.Buffer.STATIC);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.POSITION);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.TEXCOORD);
gl4.glVertexArrayElementBuffer(vertexArrayName.get(0), bufferName.get(Buffer.ELEMENT));
gl4.glVertexArrayVertexBuffer(vertexArrayName.get(0), Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0,
Vertex_v2fv2f.SIZE);
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.glCreateVertexArrays(1, vertexArrayName);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.POSITION, Semantic.Buffer.STATIC);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.POSITION);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.COLOR, Semantic.Buffer.STATIC);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.COLOR, 4, GL_UNSIGNED_BYTE, true, Vec2.SIZE);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.COLOR);
gl4.glVertexArrayElementBuffer(vertexArrayName.get(0), bufferName.get(Buffer.ELEMENT));
gl4.glVertexArrayVertexBuffer(vertexArrayName.get(0), 0, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fc4ub.SIZE);
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.glCreateVertexArrays(Pipeline.MAX, vertexArrayName);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(Pipeline.TEXTURE), Semantic.Attr.POSITION, 0);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(Pipeline.TEXTURE), Semantic.Attr.POSITION, 2, GL_FLOAT, false,
0);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(Pipeline.TEXTURE), Semantic.Attr.POSITION);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(Pipeline.TEXTURE), Semantic.Attr.TEXCOORD, 0);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(Pipeline.TEXTURE), Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false,
Vec2.SIZE);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(Pipeline.TEXTURE), Semantic.Attr.TEXCOORD);
gl4.glVertexArrayElementBuffer(vertexArrayName.get(Pipeline.TEXTURE), bufferName.get(Buffer.ELEMENT));
gl4.glVertexArrayVertexBuffer(vertexArrayName.get(Pipeline.TEXTURE), 0, bufferName.get(Buffer.VERTEX), 0,
Vertex_v2fv2f.SIZE);
return true;
}
示例9: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
int bindingIndex = 0;
gl4.glCreateVertexArrays(1, vertexArrayName);
gl4.glVertexArrayAttribBinding(vertexArrayName.get(0), Semantic.Attr.POSITION, bindingIndex);
gl4.glVertexArrayAttribFormat(vertexArrayName.get(0), Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glEnableVertexArrayAttrib(vertexArrayName.get(0), Semantic.Attr.POSITION);
gl4.glVertexArrayVertexBuffer(vertexArrayName.get(0), bindingIndex, bufferName.get(Buffer.VERTEX), 0, Vec2.SIZE);
return true;
}