org.lwjglb.engine.graph.Mesh.createEmptyIntArray()方法的使用及代码示例

x33g5p2x  于2022-01-25 转载在 其他  
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本文整理了Java中org.lwjglb.engine.graph.Mesh.createEmptyIntArray()方法的一些代码示例,展示了Mesh.createEmptyIntArray()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.createEmptyIntArray()方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Mesh
类名称:Mesh
方法名:createEmptyIntArray

Mesh.createEmptyIntArray介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public Mesh(float[] positions, float[] textCoords, float[] normals, int[] indices) {
  this(positions, textCoords, normals, indices, createEmptyIntArray(MAX_WEIGHTS * positions.length / 3, 0), createEmptyFloatArray(MAX_WEIGHTS * positions.length / 3, 0));
}

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