Created
August 12, 2017 18:23
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// Helpful buffer methods I'm using | |
public long sizeOf(FloatBuffer buf) { | |
return buf.capacity() * 4L; | |
} |
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int vPosition = 0; | |
int vColor = 1; | |
int vTex = 2; | |
FloatBuffer vertBuf = Buffers.from(verts); | |
FloatBuffer colorBuf = Buffers.from(colors); | |
FloatBuffer uvBuf = Buffers.from(uvs); | |
glBindVertexArray(vboptr); | |
if (indexed) { | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eboptr); | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.toArray(), GL_DYNAMIC_DRAW); | |
} | |
glBindBuffer(GL_ARRAY_BUFFER, bufptr); | |
glBufferData(GL_ARRAY_BUFFER, Buffers.sizeOf(vertBuf) + Buffers.sizeOf(colorBuf) + Buffers.sizeOf(uvBuf), GL_DYNAMIC_DRAW); | |
glBufferSubData(GL_ARRAY_BUFFER, 0, vertBuf); | |
glBufferSubData(GL_ARRAY_BUFFER, Buffers.sizeOf(vertBuf), colorBuf); | |
glBufferSubData(GL_ARRAY_BUFFER, Buffers.sizeOf(vertBuf) + Buffers.sizeOf(colorBuf), uvBuf); | |
glVertexAttribPointer(vPosition, 3, GL_FLOAT, false, 0, 0); | |
glVertexAttribPointer(vColor, 4, GL_FLOAT, false, 0, Buffers.sizeOf(vertBuf)); | |
glVertexAttribPointer(vTex, 2, GL_FLOAT, false, 0, Buffers.sizeOf(vertBuf) + Buffers.sizeOf(colorBuf)); | |
glEnableVertexAttribArray(vPosition); | |
glEnableVertexAttribArray(vColor); | |
glEnableVertexAttribArray(vTex); |
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