本文整理汇总了Java中org.lwjgl.opengl.GL11.glVertexPointer方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glVertexPointer方法的具体用法?Java GL11.glVertexPointer怎么用?Java GL11.glVertexPointer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.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glVertexPointer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: bind
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* The first stage of rendering.
* Binds (finalizes) the current rendering data stored in the buffer for drawing.
* This must be executed before you perform a rendering pass.
*
* @return The original Tessellator Object
*/
@Override
public Tessellator bind() {
final int dex = this.index * 6;
this.iBuffer.put(this.raw, 0, dex);
this.buffer.position(0);
this.buffer.limit(dex * 4);
if (this.color) { // if we've entered color data, push color data down the pipeline.
this.buffer.position(12);
GL11.glColorPointer(4, true, 24, this.buffer);
}
if (this.texture) { // if we've entered texture data, push texture data down the pipeline.
this.fBuffer.position(4);
GL11.glTexCoordPointer(2, 24, this.fBuffer);
}
this.fBuffer.position(0);
GL11.glVertexPointer(3, 24, this.fBuffer); // pushing bare minimum vertex data.
return this;
}
示例2: setupArrayPointers
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void setupArrayPointers()
{
if (Config.isShaders())
{
ShadersRender.setupArrayPointersVbo();
}
else
{
GL11.glVertexPointer(3, GL11.GL_FLOAT, 28, 0L);
GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 28, 12L);
GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 28, 16L);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glTexCoordPointer(2, GL11.GL_SHORT, 28, 24L);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
}
}
示例3: flushBuffer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Flush the currently cached data down to the card
*/
private void flushBuffer() {
if (vertIndex == 0) {
return;
}
if (currentType == NONE) {
return;
}
if (vertIndex < TOLERANCE) {
GL11.glBegin(currentType);
for (int i=0;i<vertIndex;i++) {
GL11.glColor4f(cols[(i*4)+0], cols[(i*4)+1], cols[(i*4)+2], cols[(i*4)+3]);
GL11.glTexCoord2f(texs[(i*2)+0], texs[(i*2)+1]);
GL11.glVertex3f(verts[(i*3)+0], verts[(i*3)+1], verts[(i*3)+2]);
}
GL11.glEnd();
currentType = NONE;
return;
}
vertices.clear();
colors.clear();
textures.clear();
vertices.put(verts,0,vertIndex*3);
colors.put(cols,0,vertIndex*4);
textures.put(texs,0,vertIndex*2);
vertices.flip();
colors.flip();
textures.flip();
GL11.glVertexPointer(3,0,vertices);
GL11.glColorPointer(4,0,colors);
GL11.glTexCoordPointer(2,0,textures);
GL11.glDrawArrays(currentType, 0, vertIndex);
currentType = NONE;
}
示例4: bind
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Binds OpenGL to our VBO for rendering.
*
* @return The original VBO
*/
public VBO bind() {
FEATHER.bindBuffer(this.id);
GL11.glVertexPointer(this.dimensions, GL11.GL_FLOAT, 0, 0L);
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
return this;
}
示例5: setupArrayPointers
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void setupArrayPointers()
{
GL11.glVertexPointer(3, GL11.GL_FLOAT, 28, 0L);
GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 28, 12L);
GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 28, 16L);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glTexCoordPointer(2, GL11.GL_SHORT, 28, 24L);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
}
示例6: setupArrayPointersVbo
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void setupArrayPointersVbo()
{
int i = 14;
GL11.glVertexPointer(3, GL11.GL_FLOAT, 56, 0L);
GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 56, 12L);
GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 56, 16L);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glTexCoordPointer(2, GL11.GL_SHORT, 56, 24L);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glNormalPointer(GL11.GL_BYTE, 56, 28L);
GL20.glVertexAttribPointer(Shaders.midTexCoordAttrib, 2, GL11.GL_FLOAT, false, 56, 32L);
GL20.glVertexAttribPointer(Shaders.tangentAttrib, 4, GL11.GL_SHORT, false, 56, 40L);
GL20.glVertexAttribPointer(Shaders.entityAttrib, 3, GL11.GL_SHORT, false, 56, 48L);
}
示例7: func_181679_a
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SuppressWarnings("incomplete-switch")
public void func_181679_a(WorldRenderer p_181679_1_)
{
if (p_181679_1_.getVertexCount() > 0)
{
VertexFormat vertexformat = p_181679_1_.getVertexFormat();
int i = vertexformat.getNextOffset();
ByteBuffer bytebuffer = p_181679_1_.getByteBuffer();
List<VertexFormatElement> list = vertexformat.getElements();
for (int j = 0; j < list.size(); ++j)
{
VertexFormatElement vertexformatelement = (VertexFormatElement)list.get(j);
VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement.getUsage();
int k = vertexformatelement.getType().getGlConstant();
int l = vertexformatelement.getIndex();
bytebuffer.position(vertexformat.func_181720_d(j));
switch (vertexformatelement$enumusage)
{
case POSITION:
GL11.glVertexPointer(vertexformatelement.getElementCount(), k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
break;
case UV:
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + l);
GL11.glTexCoordPointer(vertexformatelement.getElementCount(), k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
break;
case COLOR:
GL11.glColorPointer(vertexformatelement.getElementCount(), k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
break;
case NORMAL:
GL11.glNormalPointer(k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
}
}
GL11.glDrawArrays(p_181679_1_.getDrawMode(), 0, p_181679_1_.getVertexCount());
int i1 = 0;
for (int j1 = list.size(); i1 < j1; ++i1)
{
VertexFormatElement vertexformatelement1 = (VertexFormatElement)list.get(i1);
VertexFormatElement.EnumUsage vertexformatelement$enumusage1 = vertexformatelement1.getUsage();
int k1 = vertexformatelement1.getIndex();
switch (vertexformatelement$enumusage1)
{
case POSITION:
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
break;
case UV:
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + k1);
GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
break;
case COLOR:
GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
GlStateManager.resetColor();
break;
case NORMAL:
GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
}
}
}
p_181679_1_.reset();
}
示例8: glVertexPointer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glVertexPointer(int p_187420_0_, int p_187420_1_, int p_187420_2_, int p_187420_3_)
{
GL11.glVertexPointer(p_187420_0_, p_187420_1_, p_187420_2_, (long)p_187420_3_);
}