本文整理汇总了Java中org.andengine.opengl.util.BufferUtils.allocateDirectByteBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java BufferUtils.allocateDirectByteBuffer方法的具体用法?Java BufferUtils.allocateDirectByteBuffer怎么用?Java BufferUtils.allocateDirectByteBuffer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org.andengine.opengl.util.BufferUtils
的用法示例。
在下文中一共展示了BufferUtils.allocateDirectByteBuffer方法的8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: aquireByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入方法依赖的package包/类
@Override
protected ByteBuffer aquireByteBuffer() {
SharedMemoryVertexBufferObject.sSharedByteBufferLock.lock();
final int byteCapacity = this.getByteCapacity();
if (SharedMemoryVertexBufferObject.sSharedByteBuffer == null || SharedMemoryVertexBufferObject.sSharedByteBuffer.capacity() < byteCapacity) {
if (SharedMemoryVertexBufferObject.sSharedByteBuffer != null) {
BufferUtils.freeDirectByteBuffer(SharedMemoryVertexBufferObject.sSharedByteBuffer);
}
SharedMemoryVertexBufferObject.sSharedByteBuffer = BufferUtils.allocateDirectByteBuffer(byteCapacity);
SharedMemoryVertexBufferObject.sSharedByteBuffer.order(ByteOrder.nativeOrder());
}
SharedMemoryVertexBufferObject.sSharedByteBuffer.limit(byteCapacity);
return SharedMemoryVertexBufferObject.sSharedByteBuffer;
}
示例2: aquireByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入方法依赖的package包/类
@Override
protected ByteBuffer aquireByteBuffer() {
SharedMemoryVertexBufferObject.sSharedByteBufferLock.lock();
final int byteCapacity = this.getByteCapacity();
if(SharedMemoryVertexBufferObject.sSharedByteBuffer == null || SharedMemoryVertexBufferObject.sSharedByteBuffer.capacity() < byteCapacity) {
if(SharedMemoryVertexBufferObject.sSharedByteBuffer != null) {
BufferUtils.freeDirectByteBuffer(SharedMemoryVertexBufferObject.sSharedByteBuffer);
}
SharedMemoryVertexBufferObject.sSharedByteBuffer = BufferUtils.allocateDirectByteBuffer(byteCapacity);
SharedMemoryVertexBufferObject.sSharedByteBuffer.order(ByteOrder.nativeOrder());
}
SharedMemoryVertexBufferObject.sSharedByteBuffer.limit(byteCapacity);
return SharedMemoryVertexBufferObject.sSharedByteBuffer;
}
示例3: VertexBufferObject
import org.andengine.opengl.util.BufferUtils; //导入方法依赖的package包/类
/**
* @param pVertexBufferObjectManager (Optional, if you manage reloading on your own.)
* @param pCapacity
* @param pDrawType
* @param pAutoDispose when passing <code>true</code> this {@link VertexBufferObject} loads itself to the active {@link VertexBufferObjectManager}. <b><u>WARNING:</u></b> When passing <code>false</code> one needs to take care of that by oneself!
* @param pVertexBufferObjectAttributes to be automatically enabled on the {@link ShaderProgram} used in {@link #bind(ShaderProgram)}.
*/
public VertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
this.mVertexBufferObjectManager = pVertexBufferObjectManager;
this.mCapacity = pCapacity;
this.mUsage = pDrawType.getUsage();
this.mAutoDispose = pAutoDispose;
this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;
this.mByteBuffer = BufferUtils.allocateDirectByteBuffer(pCapacity * DataConstants.BYTES_PER_FLOAT);
this.mByteBuffer.order(ByteOrder.nativeOrder());
}
示例4: VertexBufferObject
import org.andengine.opengl.util.BufferUtils; //导入方法依赖的package包/类
/**
* @param pVertexBufferObjectManager (Optional, if you manage reloading on your own.)
* @param pCapacity
* @param pDrawType
* @param pAutoDispose when passing <code>true</code> this {@link org.andengine.opengl.vbo.VertexBufferObject} loads itself to the active {@link VertexBufferObjectManager}. <b><u>WARNING:</u></b> When passing <code>false</code> one needs to take care of that by oneself!
* @param pVertexBufferObjectAttributes to be automatically enabled on the {@link ShaderProgram} used in {@link #bind(ShaderProgram)}.
*/
public VertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
this.mVertexBufferObjectManager = pVertexBufferObjectManager;
this.mCapacity = pCapacity;
this.mUsage = pDrawType.getUsage();
this.mAutoDispose = pAutoDispose;
this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;
this.mByteBuffer = BufferUtils.allocateDirectByteBuffer(pCapacity * DataConstants.BYTES_PER_FLOAT);
this.mByteBuffer.order(ByteOrder.nativeOrder());
}
示例5: VertexBufferObject
import org.andengine.opengl.util.BufferUtils; //导入方法依赖的package包/类
/**
* @param pVertexBufferObjectManager (Optional, if you manage reloading on your own.)
* @param pCapacity
* @param pDrawType
* @param pAutoDispose when passing <code>true</code> this {@link VertexBufferObject} loads itself to the active {@link VertexBufferObjectManager}. <b><u>WARNING:</u></b> When passing <code>false</code> one needs to take care of that by oneself!
* @param pVertexBufferObjectAttributes to be automatically enabled on the {@link ShaderProgram} used in {@link VertexBufferObject#bind(ShaderProgram)}.
*/
public VertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
this.mVertexBufferObjectManager = pVertexBufferObjectManager;
this.mCapacity = pCapacity;
this.mUsage = pDrawType.getUsage();
this.mAutoDispose = pAutoDispose;
this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;
this.mByteBuffer = BufferUtils.allocateDirectByteBuffer(pCapacity * DataConstants.BYTES_PER_FLOAT);
this.mByteBuffer.order(ByteOrder.nativeOrder());
}
示例6: aquireByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入方法依赖的package包/类
/**
* When a non <code>null</code> {@link java.nio.ByteBuffer} is returned by this function, it is guaranteed that {@link #releaseByteBuffer(java.nio.ByteBuffer)} is called.
* @return a {@link java.nio.ByteBuffer} to be passed to {@link #onPopulateBufferData(java.nio.ByteBuffer)}.
*/
protected ByteBuffer aquireByteBuffer() {
final ByteBuffer byteBuffer = BufferUtils.allocateDirectByteBuffer(this.getByteCapacity());
byteBuffer.order(ByteOrder.nativeOrder());
return byteBuffer;
}
示例7: aquireByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入方法依赖的package包/类
/**
* When a non <code>null</code> {@link ByteBuffer} is returned by this function, it is guaranteed that {@link ZeroMemoryVertexBufferObject#releaseByteBuffer(ByteBuffer)} is called.
* @return a {@link ByteBuffer} to be passed to {@link ZeroMemoryVertexBufferObject#onPopulateBufferData(ByteBuffer)}.
*/
protected ByteBuffer aquireByteBuffer() {
final ByteBuffer byteBuffer = BufferUtils.allocateDirectByteBuffer(this.getByteCapacity());
byteBuffer.order(ByteOrder.nativeOrder());
return byteBuffer;
}
示例8: aquireByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入方法依赖的package包/类
/**
* When a non <code>null</code> {@link ByteBuffer} is returned by this function, it is guaranteed that {@link #releaseByteBuffer(ByteBuffer)} is called.
* @return a {@link ByteBuffer} to be passed to {@link #onPopulateBufferData(ByteBuffer)}.
*/
protected ByteBuffer aquireByteBuffer() {
final ByteBuffer byteBuffer = BufferUtils.allocateDirectByteBuffer(this.getByteCapacity());
byteBuffer.order(ByteOrder.nativeOrder());
return byteBuffer;
}