本文整理了Java中com.jme3.scene.Mesh.getId()
方法的一些代码示例,展示了Mesh.getId()
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.getId()
方法的具体详情如下:
包路径:com.jme3.scene.Mesh
类名称:Mesh
方法名:getId
[英]Returns the mesh's VAO ID. Internal use only.
[中]返回网格的VAO ID。仅供内部使用。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
private void renderMeshVertexArray(Mesh mesh, int lod, int count, VertexBuffer instanceData) {
if (mesh.getId() == -1) {
updateVertexArray(mesh, instanceData);
} else {
// TODO: Check if it was updated
}
if (context.boundVertexArray != mesh.getId()) {
gl3.glBindVertexArray(mesh.getId());
context.boundVertexArray = mesh.getId();
}
// IntMap<VertexBuffer> buffers = mesh.getBuffers();
VertexBuffer indices;
if (mesh.getNumLodLevels() > 0) {
indices = mesh.getLodLevel(lod);
} else {
indices = mesh.getBuffer(Type.Index);
}
if (indices != null) {
drawTriangleList(indices, mesh, count);
} else {
drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount());
}
clearVertexAttribs();
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public void updateVertexArray(Mesh mesh, VertexBuffer instanceData) {
int id = mesh.getId();
if (id == -1) {
IntBuffer temp = intBuf1;
代码示例来源:origin: org.jmonkeyengine/jme3-core
private void renderMeshVertexArray(Mesh mesh, int lod, int count, VertexBuffer instanceData) {
if (mesh.getId() == -1) {
updateVertexArray(mesh, instanceData);
} else {
// TODO: Check if it was updated
}
if (context.boundVertexArray != mesh.getId()) {
gl3.glBindVertexArray(mesh.getId());
context.boundVertexArray = mesh.getId();
}
// IntMap<VertexBuffer> buffers = mesh.getBuffers();
VertexBuffer indices;
if (mesh.getNumLodLevels() > 0) {
indices = mesh.getLodLevel(lod);
} else {
indices = mesh.getBuffer(Type.Index);
}
if (indices != null) {
drawTriangleList(indices, mesh, count);
} else {
drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount());
}
clearVertexAttribs();
}
代码示例来源:origin: us.ihmc.thirdparty.jme/jme3-lwjgl
private void renderMeshVertexArray(Mesh mesh, int lod, int count, VertexBuffer instanceData) {
if (mesh.getId() == -1) {
updateVertexArray(mesh, instanceData);
} else {
// TODO: Check if it was updated
}
if (context.boundVertexArray != mesh.getId()) {
glBindVertexArray(mesh.getId());
context.boundVertexArray = mesh.getId();
}
// IntMap<VertexBuffer> buffers = mesh.getBuffers();
VertexBuffer indices;
if (mesh.getNumLodLevels() > 0) {
indices = mesh.getLodLevel(lod);
} else {
indices = mesh.getBuffer(Type.Index);
}
if (indices != null) {
drawTriangleList(indices, mesh, count);
} else {
drawTriangleArray(mesh.getMode(), count, mesh.getVertexCount());
}
clearVertexAttribs();
clearTextureUnits();
}
代码示例来源:origin: us.ihmc.thirdparty.jme/jme3-lwjgl
public void updateVertexArray(Mesh mesh, VertexBuffer instanceData) {
int id = mesh.getId();
if (id == -1) {
IntBuffer temp = intBuf1;
代码示例来源:origin: org.jmonkeyengine/jme3-core
public void updateVertexArray(Mesh mesh, VertexBuffer instanceData) {
int id = mesh.getId();
if (id == -1) {
IntBuffer temp = intBuf1;
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