本文整理了Java中org.lwjglb.engine.graph.Mesh.getVertexCount()
方法的一些代码示例,展示了Mesh.getVertexCount()
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.getVertexCount()
方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Mesh
类名称:Mesh
方法名:getVertexCount
暂无
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
initRender();
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
initRender();
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
initRender();
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
initRender();
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
initRender();
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
initRender();
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
initRender();
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
initRender();
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render() {
initRender();
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
endRender();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderList(List<GameItem> gameItems, Consumer<GameItem> consumer) {
initRender();
for (GameItem gameItem : gameItems) {
if (gameItem.isInsideFrustum()) {
// Set up data requiered by gameItem
consumer.accept(gameItem);
// Render this game item
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
}
}
endRender();
}
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