本文整理了Java中org.lwjglb.engine.graph.Mesh.getVaoId()
方法的一些代码示例,展示了Mesh.getVaoId()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Mesh.getVaoId()
方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Mesh
类名称:Mesh
方法名:getVaoId
暂无
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void initRender() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void initRender() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void initRender() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void initRender() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void initRender() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate first texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
Texture normalMap = material.getNormalMap();
if ( normalMap != null ) {
// Activate first texture bank
glActiveTexture(GL_TEXTURE1);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, normalMap.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void initRender() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate first texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
Texture normalMap = material.getNormalMap();
if ( normalMap != null ) {
// Activate first texture bank
glActiveTexture(GL_TEXTURE1);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, normalMap.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Mesh mesh) {
clear();
if (window.isResized()) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Draw the mesh
glBindVertexArray(mesh.getVaoId());
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, mesh.getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Mesh mesh) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Draw the mesh
glBindVertexArray(mesh.getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, mesh.getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
Texture texture = material.getTexture();
if (texture != null) {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
}
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Mesh mesh) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
shaderProgram.setUniform("projectionMatrix", projectionMatrix);
// Draw the mesh
glBindVertexArray(mesh.getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, mesh.getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
shaderProgram.unbind();
}
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