Package javax.media.opengl

Examples of javax.media.opengl.GL2.glEnableClientState()


        } else {
            gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
        }

        if ((vformat & GeometryArray.COORDINATES) != 0) {
            gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
        } else {
            gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
        }
    }
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            IntBuffer glData = Buffers.newDirectIntBuffer(new int[] {0,1,2,3,4,5,6,7,8});
            glData.rewind();

            // create and write GL buffer
            gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
                gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, id[0]);
                gl.glBufferData(GL2.GL_ARRAY_BUFFER, glData.capacity()*4, glData, GL2.GL_STATIC_DRAW);
                gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
            gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
            gl.glFinish();
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    //        gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, glObjects[INDICES]);
    //        gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, ib.capacity() * SIZEOF_INT, ib, GL2.GL_STATIC_DRAW);
    //        gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0);

            gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
                gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, glObjects[VERTICES]);
                gl.glBufferData(GL2.GL_ARRAY_BUFFER, BUFFER_SIZE, null, GL2.GL_DYNAMIC_DRAW);
                gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
            gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);

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        gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, glObjects[VERTICES]);
        gl.glVertexPointer(4, GL2.GL_FLOAT, 0, 0);

//            gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, glObjects[INDICES]);

        gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
        gl.glDrawArrays(GL2.GL_POINTS, 0, MESH_SIZE * MESH_SIZE);
//            gl.glDrawElements(GL2.GL_TRIANGLES, ib.capacity(), GL2.GL_UNSIGNED_INT, 0);
        gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);

//            gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
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                this.updateGLGeometryArray(drawable);
                this.vertexArrayDirty = false;
            }
            gl.glLineWidth(1.0f);

            gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
            gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
            gl.glDrawArrays( GL.GL_LINES, 0, numberOfVertices);
            gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
            gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
        }
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                this.vertexArrayDirty = false;
            }
            gl.glLineWidth(1.0f);

            gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
            gl.glEnableClientState(GL2.GL_COLOR_ARRAY);
            gl.glDrawArrays( GL.GL_LINES, 0, numberOfVertices);
            gl.glDisableClientState(GL2.GL_COLOR_ARRAY);
            gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
        }
        // Traditional OpenGL
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