Package com.badlogic.gdx.graphics

Examples of com.badlogic.gdx.graphics.GL20.glBindBuffer()


 
  @Override
  public void bind (final ShaderProgram shader, final int[] locations) {
    final GL20 gl = Gdx.gl20;

    gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle);
    if (isDirty) {
      byteBuffer.limit(buffer.limit() * 4);
      gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage);
      isDirty = false;
    }
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        final int location = locations[i];
        if (location >= 0)
          shader.disableVertexAttribute(location);
      }
    }
    gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
    isBound = false;
  }

  /** Invalidates the VertexBufferObject so a new OpenGL buffer handle is created. Use this in case of a context loss. */
  public void invalidate () {
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    if (Gdx.gl20 != null) {
      tmpHandle.clear();
      tmpHandle.put(bufferHandle);
      tmpHandle.flip();
      GL20 gl = Gdx.gl20;
      gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
      gl.glDeleteBuffers(1, tmpHandle);
      bufferHandle = 0;
    } else {
      tmpHandle.clear();
      tmpHandle.put(bufferHandle);
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    } else {
      tmpHandle.clear();
      tmpHandle.put(bufferHandle);
      tmpHandle.flip();
      GL11 gl = Gdx.gl11;
      gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
      gl.glDeleteBuffers(1, tmpHandle);
      bufferHandle = 0;
    }
  }
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  @Override
  public void bind (ShaderProgram shader, int[] locations) {
    final GL20 gl = Gdx.gl20;

    gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle);
    if (isDirty) {
      byteBuffer.limit(buffer.limit() * 4);
      gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage);
      isDirty = false;
    }
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        final int location = locations[i];
        if (location >= 0)
          shader.disableVertexAttribute(location);
      }
    }
    gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
    isBound = false;
  }

  /** Invalidates the VertexBufferObject so a new OpenGL buffer handle is created. Use this in case of a context loss. */
  public void invalidate () {
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    if (Gdx.gl20 != null) {
      tmpHandle.clear();
      tmpHandle.put(bufferHandle);
      tmpHandle.flip();
      GL20 gl = Gdx.gl20;
      gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
      gl.glDeleteBuffers(1, tmpHandle);
      bufferHandle = 0;
    } else {
      tmpHandle.clear();
      tmpHandle.put(bufferHandle);
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    } else {
      tmpHandle.clear();
      tmpHandle.put(bufferHandle);
      tmpHandle.flip();
      GL11 gl = Gdx.gl11;
      gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
      gl.glDeleteBuffers(1, tmpHandle);
      bufferHandle = 0;
    }
    BufferUtils.disposeUnsafeByteBuffer(byteBuffer);
  }
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  @Override
  public void bind (ShaderProgram shader, int[] locations) {
    final GL20 gl = Gdx.gl20;

    gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle);
    if (isDirty) {
      gl.glBufferData(GL20.GL_ARRAY_BUFFER, buffer.limit(), buffer, usage);
      isDirty = false;
    }
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        final int location = locations[i];
        if (location >= 0)
          shader.disableVertexAttribute(location);
      }
    }
    gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
    isBound = false;
  }

  /** Invalidates the VertexBufferObject so a new OpenGL buffer handle is created. Use this in case of a context loss. */
  public void invalidate () {
View Full Code Here

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