Package com.badlogic.gdx.graphics

Examples of com.badlogic.gdx.graphics.Mesh.render()


      Gdx.gl.glEnable(GL20.GL_BLEND);
      if (blendSrcFunc != -1) Gdx.gl.glBlendFunc(blendSrcFunc, blendDstFunc);
    }

    if (Gdx.graphics.isGL20Available())
      mesh.render(customShader != null ? customShader : shader, GL10.GL_TRIANGLES, 0, count);
    else
      mesh.render(GL10.GL_TRIANGLES, 0, count);

    idx = 0;
    currBufferIdx++;
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    }

    if (Gdx.graphics.isGL20Available())
      mesh.render(customShader != null ? customShader : shader, GL10.GL_TRIANGLES, 0, count);
    else
      mesh.render(GL10.GL_TRIANGLES, 0, count);

    idx = 0;
    currBufferIdx++;
    if (currBufferIdx == buffers.length) currBufferIdx = 0;
    this.mesh = buffers[currBufferIdx];
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      Gdx.gl.glEnable(GL20.GL_BLEND);
      if (blendSrcFunc != -1) Gdx.gl.glBlendFunc(blendSrcFunc, blendDstFunc);
    }

    if (Gdx.graphics.isGL20Available())
      mesh.render(customShader != null ? customShader : shader, GL10.GL_TRIANGLES, 0, trianglesInBatch);
    else
      mesh.render(GL10.GL_TRIANGLES, 0, trianglesInBatch);

    vertexIndex = 0;
    triangleIndex = 0;
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    }

    if (Gdx.graphics.isGL20Available())
      mesh.render(customShader != null ? customShader : shader, GL10.GL_TRIANGLES, 0, trianglesInBatch);
    else
      mesh.render(GL10.GL_TRIANGLES, 0, trianglesInBatch);

    vertexIndex = 0;
    triangleIndex = 0;
    bufferIndex++;
    if (bufferIndex == buffers.length) bufferIndex = 0;
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    } else {
      Gdx.gl.glEnable(GL20.GL_BLEND);
      if (blendSrcFunc != -1) Gdx.gl.glBlendFunc(blendSrcFunc, blendDstFunc);
    }

    mesh.render(customShader != null ? customShader : shader, GL20.GL_TRIANGLES, 0, trianglesInBatch);

    vertexIndex = 0;
    triangleIndex = 0;
  }
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    } else {
      Gdx.gl.glEnable(GL20.GL_BLEND);
      if (blendSrcFunc != -1) Gdx.gl.glBlendFunc(blendSrcFunc, blendDstFunc);
    }

    mesh.render(customShader != null ? customShader : shader, GL20.GL_TRIANGLES, 0, count);

    idx = 0;
  }

  @Override
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