本文整理汇总了Java中com.jogamp.opengl.util.GLBuffers.newDirectByteBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GLBuffers.newDirectByteBuffer方法的具体用法?Java GLBuffers.newDirectByteBuffer怎么用?Java GLBuffers.newDirectByteBuffer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类com.jogamp.opengl.util.GLBuffers
的用法示例。
在下文中一共展示了GLBuffers.newDirectByteBuffer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: initVertexBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initVertexBuffer(GL4 gl4) {
ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
gl4.glGenBuffers(Buffer.MAX, bufferName);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBb(vertexBuffer, i);
}
vertexBuffer.rewind();
gl4.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
BufferUtils.destroyDirectBuffer(elementBuffer);
BufferUtils.destroyDirectBuffer(vertexBuffer);
return checkError(gl4, "initArrayBuffer");
}
示例2: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {
gl4.glGenBuffers(Buffer.MAX, bufferName);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBB(vertexBuffer, i);
}
vertexBuffer.rewind();
gl4.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
BufferUtils.destroyDirectBuffer(vertexBuffer);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
int[] uniformBufferOffset = {0};
gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset, 0);
int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset[0]);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
gl4.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
return true;
}
示例3: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {
ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
gl4.glGenBuffers(Buffer.MAX, bufferName);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBb(vertexBuffer, i);
}
vertexBuffer.rewind();
gl4.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
BufferUtils.destroyDirectBuffer(elementBuffer);
BufferUtils.destroyDirectBuffer(vertexBuffer);
return true;
}
示例4: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {
ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
gl4.glGenBuffers(Buffer.MAX, bufferName);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.ARRAY));
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBb(vertexBuffer, i);
}
vertexBuffer.rewind();
gl4.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
BufferUtils.destroyDirectBuffer(elementBuffer);
BufferUtils.destroyDirectBuffer(vertexBuffer);
return checkError(gl4, "initBuffer");
}
示例5: validate
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private void validate(GL4 gl4) {
int[] status = {0};
gl4.glValidateProgramPipeline(pipelineName.get(0));
gl4.glGetProgramPipelineiv(pipelineName.get(0), GL_VALIDATE_STATUS, status, 0);
if (status[0] != GL_TRUE) {
int[] lengthMax = {0};
gl4.glGetProgramPipelineiv(pipelineName.get(0), GL_INFO_LOG_LENGTH, lengthMax, 0);
IntBuffer lengthQuery = GLBuffers.newDirectIntBuffer(1);
ByteBuffer infoLog = GLBuffers.newDirectByteBuffer(lengthMax[0] + 1);
gl4.glGetProgramPipelineInfoLog(pipelineName.get(0), infoLog.capacity(), lengthQuery, infoLog);
gl4.glDebugMessageInsert(
GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_OTHER, 76,
GL_DEBUG_SEVERITY_LOW,
lengthQuery.get(0), new String(infoLog.array()).trim());
}
}
示例6: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL3 gl3) {
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
gl3.glGenBuffers(1, bufferName);
gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(0));
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBb(vertexBuffer, i);
}
vertexBuffer.rewind();
gl3.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
gl3.glBindBuffer(GL_ARRAY_BUFFER, 0);
BufferUtils.destroyDirectBuffer(vertexBuffer);
return checkError(gl3, "initBuffer");
}
示例7: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL3 gl3) {
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
gl3.glGenBuffers(1, bufferName);
gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(0));
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBb(vertexBuffer, i);
}
gl3.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
gl3.glBindBuffer(GL_ARRAY_BUFFER, 0);
BufferUtils.destroyDirectBuffer(vertexBuffer);
return checkError(gl3, "initBuffer");
}
示例8: initTextureMaps
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initTextureMaps(GL4 gl4) {
try {
BufferedImage bufferedImage = ImageIO.read(new File(TEXTURE_PATH));
byte[] dataBytes = ((DataBufferByte) bufferedImage.getRaster().getDataBuffer()).getData();
ByteBuffer bufferedImageBuffer = GLBuffers.newDirectByteBuffer(dataBytes);
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, bufferedImage.getWidth(), bufferedImage.getHeight(), 0,
GL_RGB, GL_UNSIGNED_BYTE, bufferedImageBuffer);
gl4.glGenerateMipmap(GL_TEXTURE_2D);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
FloatBuffer maxAnis = GLBuffers.newDirectFloatBuffer(1);
gl4.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, maxAnis);
gl4.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnis.get(0));
gl4.glBindTexture(GL_TEXTURE_2D, 0);
BufferUtils.destroyDirectBuffer(maxAnis);
BufferUtils.destroyDirectBuffer(bufferedImageBuffer);
} catch (IOException ex) {
Logger.getLogger(Application.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
示例9: initTexture
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private void initTexture(GL4 gl4, RenderModel_TextureMap_t diffuseTexture) {
// create and populate the texture
gl4.glGenTextures(1, textureName);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
ByteBuffer buffer = GLBuffers.newDirectByteBuffer(diffuseTexture.dataSize());
byte[] data = diffuseTexture.rubTextureMapData.getByteArray(0, diffuseTexture.dataSize());
IntStreamEx.range(diffuseTexture.dataSize()).forEach(i -> buffer.put(i, data[i]));
gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, diffuseTexture.unWidth, diffuseTexture.unHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// If this renders black ask McJohn what's wrong.
gl4.glGenerateMipmap(GL_TEXTURE_2D);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
FloatBuffer largest = GLBuffers.newDirectFloatBuffer(1);
gl4.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, largest);
gl4.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, largest.get(0));
gl4.glBindTexture(GL_TEXTURE_2D, 0);
BufferUtils.destroyDirectBuffer(buffer);
BufferUtils.destroyDirectBuffer(largest);
}
示例10: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {
ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
gl4.glGenBuffers(Buffer.MAX, bufferName);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBb(vertexBuffer, i);
}
vertexBuffer.rewind();
gl4.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
int uniformBlockSize = Math.max(Mat4.SIZE * 3, uniformBufferOffset.get(0));
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
gl4.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
BufferUtils.destroyDirectBuffer(elementBuffer);
BufferUtils.destroyDirectBuffer(vertexBuffer);
BufferUtils.destroyDirectBuffer(uniformBufferOffset);
return checkError(gl4, "initBuffer");
}
示例11: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {
boolean validated = true;
IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
gl4.glGenBuffers(Buffer.MAX, bufferName);
gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
gl4.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// void* Pointer = initMemoryBuffer();
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(Math.max(vertexSize, PAGE_SIZE));
gl4.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, bufferName.get(Buffer.VERTEX));
// gl4.glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, vertexSize, Pointer, GL_STREAM_COPY);
gl4.glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, vertexSize, vertexBuffer, GL_STREAM_COPY);
gl4.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
gl4.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
BufferUtils.destroyDirectBuffer(uniformBufferOffset);
return validated;
}
示例12: initMemoryBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private ByteBuffer initMemoryBuffer() {
clientBufferAddress = GLBuffers.newDirectByteBuffer(vertexSize + PAGE_SIZE - 1);
// glm::byte* UnalignAddress = this->ClientBufferAddress.get();
// glm::byte* AlignAddress = align(UnalignAddress, PAGE_SIZE);
// memcpy(AlignAddress, VertexData, VertexSize);
// return reinterpret_cast<void*>(AlignAddress);
return null;
}
示例13: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {
IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));
BufferUtils.destroyDirectBuffer(uniformBufferOffset);
gl4.glCreateBuffers(Buffer.MAX, bufferName);
ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBb(vertexBuffer, i);
}
vertexBuffer.rewind();
if (bug1287) {
gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_MAP_WRITE_BIT);
gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0);
gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, 0);
} else {
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
}
return true;
}
示例14: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL3 gl3) {
ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
FloatBuffer colorBuffer = GLBuffers.newDirectFloatBuffer(colorData);
gl3.glGenBuffers(Buffer.MAX, bufferName);
gl3.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl3.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
gl3.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBb(vertexBuffer, i);
}
vertexBuffer.rewind();
gl3.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
gl3.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl3.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));
gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
gl3.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW);
gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0);
gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.CONSTANT));
gl3.glBufferData(GL_UNIFORM_BUFFER, colorSize, colorBuffer, GL_STATIC_DRAW);
gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0);
BufferUtils.destroyDirectBuffer(elementBuffer);
BufferUtils.destroyDirectBuffer(vertexBuffer);
BufferUtils.destroyDirectBuffer(uniformBufferOffset);
BufferUtils.destroyDirectBuffer(colorBuffer);
return checkError(gl3, "initBuffer");
}
示例15: initBuffer
import com.jogamp.opengl.util.GLBuffers; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {
gl4.glGenBuffers(Buffer.MAX, bufferName);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
for (int i = 0; i < vertexCount; i++) {
vertexData[i].toBB(vertexBuffer, i);
}
vertexBuffer.rewind();
gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
int[] uniformBufferOffset = {0};
gl4.glGetIntegerv(
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT,
uniformBufferOffset, 0);
int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset[0]);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
return true;
}