Package javax.media.opengl

Examples of javax.media.opengl.GL.glBindBuffer()


      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboVertices[0])// Bind The Buffer
      // Load The Data
      gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 3 * BufferUtil.SIZEOF_FLOAT, vertexBuffer, GL.GL_STATIC_DRAW);
      //Unbind VBOs
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
      gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
    return vboVertices[0];
  }
 
  /**
   * Update vertex vbo.
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   * @param vertexCount the vertex count
   * @param vboName the vbo name
   */
  public static void updateVertexVBO(PApplet pa, FloatBuffer vertexBuffer, int vertexCount, int vboName){
    GL gl =((PGraphicsOpenGL)pa.g).gl;
    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName)// Bind The Buffer
    // Load The Data
    gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 3 * BufferUtil.SIZEOF_FLOAT, vertexBuffer, GL.GL_STATIC_DRAW);
    //Unbind VBOs
    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
    gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
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    GL gl =((PGraphicsOpenGL)pa.g).gl;
    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName)// Bind The Buffer
    // Load The Data
    gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 3 * BufferUtil.SIZEOF_FLOAT, vertexBuffer, GL.GL_STATIC_DRAW);
    //Unbind VBOs
    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
    gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
  }
 
  /**
   * Generate texture vbo.
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    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName)// Bind The Buffer
    // Load The Data
    gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 3 * BufferUtil.SIZEOF_FLOAT, vertexBuffer, GL.GL_STATIC_DRAW);
    //Unbind VBOs
    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
    gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
  }
 
  /**
   * Generate texture vbo.
   *
 
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   */
  public static int generateTextureVBO(PApplet pa, FloatBuffer textureBuffer, int vertexCount){
    int[] vboTexCoords = new int[1];// Texture Coordinate VBO Name
    GL gl =((PGraphicsOpenGL)pa.g).gl;
      gl.glGenBuffers(1, vboTexCoords, 0)// Get A Valid Name
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboTexCoords[0]); // Bind The Buffer
      // Load The Data
      gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 2 * BufferUtil.SIZEOF_FLOAT, textureBuffer, GL.GL_STATIC_DRAW);
      //Unbind VBOs
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
      gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
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      gl.glGenBuffers(1, vboTexCoords, 0)// Get A Valid Name
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboTexCoords[0]); // Bind The Buffer
      // Load The Data
      gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 2 * BufferUtil.SIZEOF_FLOAT, textureBuffer, GL.GL_STATIC_DRAW);
      //Unbind VBOs
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
      gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
    return vboTexCoords[0];
  }
 
  /**
 
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      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboTexCoords[0]); // Bind The Buffer
      // Load The Data
      gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 2 * BufferUtil.SIZEOF_FLOAT, textureBuffer, GL.GL_STATIC_DRAW);
      //Unbind VBOs
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
      gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
    return vboTexCoords[0];
  }
 
  /**
   * Update texture vbo.
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   * @param vertexCount the vertex count
   * @param vboName the vbo name
   */
  public static void updateTextureVBO(PApplet pa, FloatBuffer textureBuffer, int vertexCount, int vboName){
    GL gl =((PGraphicsOpenGL)pa.g).gl;
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName); // Bind The Buffer
      // Load The Data
      gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 2 * BufferUtil.SIZEOF_FLOAT, textureBuffer, GL.GL_STATIC_DRAW);
      //Unbind VBOs
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
      gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
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    GL gl =((PGraphicsOpenGL)pa.g).gl;
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName); // Bind The Buffer
      // Load The Data
      gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 2 * BufferUtil.SIZEOF_FLOAT, textureBuffer, GL.GL_STATIC_DRAW);
      //Unbind VBOs
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
      gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
  }
 
  /**
   * Generate color vbo.
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      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName); // Bind The Buffer
      // Load The Data
      gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * 2 * BufferUtil.SIZEOF_FLOAT, textureBuffer, GL.GL_STATIC_DRAW);
      //Unbind VBOs
      gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
      gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
  }
 
  /**
   * Generate color vbo.
   *
 
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