Improved API for glBufferData
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5ef40a803a
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9ecd426e31
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@ -224,14 +224,8 @@ public final class VBOIndexTest {
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indices = ByteBuffer.allocateDirect(4 * 4).order(ByteOrder.nativeOrder()).asIntBuffer();
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indices = ByteBuffer.allocateDirect(4 * 4).order(ByteOrder.nativeOrder()).asIntBuffer();
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indices.put(0).put(1).put(2).put(3);
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indices.put(0).put(1).put(2).put(3);
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indices.rewind();
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indices.rewind();
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ARBBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
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ARBBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 2 * 4 * 4, ARBBufferObject.GL_STREAM_DRAW_ARB);
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2 * 4 * 4,
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ARBBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, 4 * 4, ARBBufferObject.GL_STREAM_DRAW_ARB);
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(ByteBuffer)null,
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ARBBufferObject.GL_STREAM_DRAW_ARB);
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ARBBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
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4 * 4,
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(ByteBuffer)null,
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ARBBufferObject.GL_STREAM_DRAW_ARB);
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GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
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GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
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GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0);
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GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0);
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}
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}
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@ -197,10 +197,7 @@ public final class VBOTest {
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ARBBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, buffer_id);
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ARBBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, buffer_id);
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vertices = ByteBuffer.allocateDirect(2 * 4 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
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vertices = ByteBuffer.allocateDirect(2 * 4 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
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vertices.put(-50).put(-50).put(50).put(-50).put(50).put(50).put(-50).put(50);
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vertices.put(-50).put(-50).put(50).put(-50).put(50).put(50).put(-50).put(50);
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ARBBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
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ARBBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 2 * 4 * 4, ARBBufferObject.GL_STREAM_DRAW_ARB);
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2 * 4 * 4,
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(ByteBuffer)null,
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ARBBufferObject.GL_STREAM_DRAW_ARB);
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GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
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GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
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GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0);
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GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0);
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}
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}
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