Package com.badlogic.gdx.graphics.glutils

Examples of com.badlogic.gdx.graphics.glutils.IndexBufferObject


   * @param attributes the {@link VertexAttribute}s. Each vertex attribute defines one property of a vertex such as position,
   *           normal or texture coordinate */
  public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttribute... attributes) {
    if (Gdx.gl20 != null || Gdx.gl11 != null || Mesh.forceVBO) {
      vertices = new VertexBufferObject(isStatic, maxVertices, attributes);
      indices = new IndexBufferObject(isStatic, maxIndices);
      isVertexArray = false;
    } else {
      vertices = new VertexArray(maxVertices, attributes);
      indices = new IndexArray(maxIndices);
      isVertexArray = true;
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   * @param attributes the {@link VertexAttributes}. Each vertex attribute defines one property of a vertex such as position,
   *           normal or texture coordinate */
  public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttributes attributes) {
    if (Gdx.gl20 != null || Gdx.gl11 != null || Mesh.forceVBO) {
      vertices = new VertexBufferObject(isStatic, maxVertices, attributes);
      indices = new IndexBufferObject(isStatic, maxIndices);
      isVertexArray = false;
    } else {
      vertices = new VertexArray(maxVertices, attributes);
      indices = new IndexArray(maxIndices);
      isVertexArray = true;
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      else
        indices = new IndexBufferObjectSubData(staticIndices, maxIndices)// when updating indices - updates buffer instead recreating it
      */
     
      vertices = new VertexBufferObject(staticVertices, maxVertices, attributes);
      indices = new IndexBufferObject(staticIndices, maxIndices);
      isVertexArray = false;
    } else {
      vertices = new VertexArray(maxVertices, attributes);
      indices = new IndexArray(maxIndices);
      isVertexArray = true;
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  public Mesh (VertexDataType type, boolean isStatic, int maxVertices, int maxIndices, VertexAttribute... attributes) {
// if (type == VertexDataType.VertexArray && Gdx.graphics.isGL20Available()) type = VertexDataType.VertexBufferObject;

    if (type == VertexDataType.VertexBufferObject || Mesh.forceVBO) {
      vertices = new VertexBufferObject(isStatic, maxVertices, attributes);
      indices = new IndexBufferObject(isStatic, maxIndices);
      isVertexArray = false;
    } else if (type == VertexDataType.VertexBufferObjectSubData) {
      vertices = new VertexBufferObjectSubData(isStatic, maxVertices, attributes);
      indices = new IndexBufferObjectSubData(isStatic, maxIndices);
      isVertexArray = false;
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   * @param maxIndices the maximum number of indices this mesh can hold
   * @param attributes the {@link VertexAttribute}s. Each vertex attribute defines one property of a vertex such as position,
   *           normal or texture coordinate */
  public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttribute... attributes) {
    vertices = new VertexBufferObject(isStatic, maxVertices, attributes);
    indices = new IndexBufferObject(isStatic, maxIndices);
    isVertexArray = false;

    addManagedMesh(Gdx.app, this);
  }
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   * @param maxIndices the maximum number of indices this mesh can hold
   * @param attributes the {@link VertexAttributes}. Each vertex attribute defines one property of a vertex such as position,
   *           normal or texture coordinate */
  public Mesh (boolean isStatic, int maxVertices, int maxIndices, VertexAttributes attributes) {
    vertices = new VertexBufferObject(isStatic, maxVertices, attributes);
    indices = new IndexBufferObject(isStatic, maxIndices);
    isVertexArray = false;

    addManagedMesh(Gdx.app, this);
  }
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   *           normal or texture coordinate
   *
   * @author Jaroslaw Wisniewski <j.wisniewski@appsisle.com> **/
  public Mesh (boolean staticVertices, boolean staticIndices, int maxVertices, int maxIndices, VertexAttributes attributes) {
    vertices = new VertexBufferObject(staticVertices, maxVertices, attributes);
    indices = new IndexBufferObject(staticIndices, maxIndices);
    isVertexArray = false;

    addManagedMesh(Gdx.app, this);
  }
View Full Code Here

   * @param attributes the {@link VertexAttribute}s. Each vertex attribute defines one property of a vertex such as position,
   *           normal or texture coordinate */
  public Mesh (VertexDataType type, boolean isStatic, int maxVertices, int maxIndices, VertexAttribute... attributes) {
    if (type == VertexDataType.VertexBufferObject) {
      vertices = new VertexBufferObject(isStatic, maxVertices, attributes);
      indices = new IndexBufferObject(isStatic, maxIndices);
      isVertexArray = false;
    } else if (type == VertexDataType.VertexBufferObjectSubData) {
      vertices = new VertexBufferObjectSubData(isStatic, maxVertices, attributes);
      indices = new IndexBufferObjectSubData(isStatic, maxIndices);
      isVertexArray = false;
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