Package java.nio

Examples of java.nio.FloatBuffer.position()


                            case 2:
                                verts.position(vaOff);
                                jctx.vertexAttr2fv(gl, vaIdx, verts);
                                break;
                            case 3:
                                verts.position(vaOff);
                                jctx.vertexAttr3fv(gl, vaIdx, verts);
                                break;
                            case 4:
                                verts.position(vaOff);
                                jctx.vertexAttr4fv(gl, vaIdx, verts);
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                            case 3:
                                verts.position(vaOff);
                                jctx.vertexAttr3fv(gl, vaIdx, verts);
                                break;
                            case 4:
                                verts.position(vaOff);
                                jctx.vertexAttr4fv(gl, vaIdx, verts);
                                break;
                        }

                        vaOff += vertexAttrSizes[vaIdx];
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                }
                if (!ignoreVertexColors && (vformat & GeometryArray.COLOR) != 0) {
                    if (EXTRA_DEBUGGING) {
                        System.err.println("  Doing colors");
                    }
                    clrs.position(startClrs);
                    if ((vformat & GeometryArray.WITH_ALPHA) != 0 || useAlpha) {
                        gl.glColorPointer(4, GL.GL_FLOAT, cbstride, clrs);
                    } else {
                        gl.glColorPointer(3, GL.GL_FLOAT, cbstride, clrs);
                    }
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                if ((vformat & GeometryArray.NORMALS) != 0) {
                    verts.position(startVertex + normoff);
                    gl.glNormalPointer(GL.GL_FLOAT, bstride, verts);
                }
                if (!ignoreVertexColors && (vformat & GeometryArray.COLOR) != 0) {
                    clrs.position(startClrs);
                    if ((vformat & GeometryArray.WITH_ALPHA) != 0 || useAlpha) {
                        gl.glColorPointer(4, GL.GL_FLOAT, cbstride, clrs);
                    } else {
                        gl.glColorPointer(3, GL.GL_FLOAT, cbstride, clrs);
                    }
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            for (int i = 0; i < vertexAttrCount; i++) {
                FloatBuffer vertexAttrs = vertexAttrData[i];
                int sz = vertexAttrSizes[i];
                int initIdx = vertexAttrIndices[i];
                ctx.enableVertexAttrArray(gl, i);
                vertexAttrs.position(initIdx * sz);
                ctx.vertexAttrPointer(gl, i, sz, GL.GL_FLOAT, 0, vertexAttrs);
            }
        }

        if (textureDefined) {
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            int texSet = 0;
            for (int i = 0; i < numActiveTexUnit; i++) {
                if (( i < texCoordMapLength) &&
                        ((texSet = texCoordSetMap[i]) != -1)) {
                    FloatBuffer buf = texCoords[texSet];
                    buf.position(texStride * texindices[texSet]);
                    enableTexCoordPointer(gl, i, texStride,
                            GL.GL_FLOAT, 0, buf);
                } else {
                    disableTexCoordPointer(gl, i);
                }
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                    verts.position(normoff);
                    gl.glNormalPointer(GL.GL_FLOAT, bstride, verts);
                }
                if (!ignoreVertexColors && (vformat & GeometryArray.COLOR) != 0) {
                    if (clrs == verts) {
                        clrs.position(coloroff);
                    }
                    if ((vformat & GeometryArray.WITH_ALPHA) != 0 || useAlpha) {
                        gl.glColorPointer(4, GL.GL_FLOAT, cbstride, clrs);
                    } else {
                        gl.glColorPointer(3, GL.GL_FLOAT, cbstride, clrs);
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                    gl.glNormalPointer(GL.GL_FLOAT, bstride, verts);
                }

                if (!ignoreVertexColors && (vformat & GeometryArray.COLOR) != 0) {
                    if (clrs == verts) {
                        clrs.position(coloroff);
                    }
                    if ((vformat & GeometryArray.WITH_ALPHA) != 0 || useAlpha) {
                        gl.glColorPointer(4, GL.GL_FLOAT, cbstride, clrs);
                    } else {
                        gl.glColorPointer(3, GL.GL_FLOAT, cbstride, clrs);
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        if (vattrDefined) {
            for (int i = 0; i < vertexAttrCount; i++) {
                FloatBuffer vertexAttrs = vertexAttrBufs[i];
                int sz = vertexAttrSizes[i];
                ctx.enableVertexAttrArray(gl, i);
                vertexAttrs.position(0);
                ctx.vertexAttrPointer(gl, i, sz, GL.GL_FLOAT, 0, vertexAttrs);
            }
        }

        if (textureDefined) {
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            int texSet = 0;
            for (int i = 0; i < numActiveTexUnitState; i++) {
                if ((i < texCoordSetCount) &&
                        ((texSet = texCoordSetMap[i]) != -1)) {
                    FloatBuffer buf = texCoords[texSet];
                    buf.position(0);
                    enableTexCoordPointer(gl, i, texStride,
                            GL.GL_FLOAT, 0, buf);
                } else {
                    disableTexCoordPointer(gl, i);
                }
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