Package com.jme3.audio

Examples of com.jme3.audio.AudioBuffer.updateData()


                   
                }
            }
        }
        buf.clear();
        lodBuffer.updateData(buf);
        return lodBuffer;
    }
   
    private int calcLodTriCount(TriangleReductionMethod reductionMethod, float reductionValue) {
        int nbTris = mesh.getTriangleCount();
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        tb.updateData(ftb);

        bcb.rewind();
        bcb = BufferUtils.ensureLargeEnough(bcb, vertCount * 4);
        bcb.limit(vertCount * 4);
        cb.updateData(bcb);

        sib.rewind();
        sib = BufferUtils.ensureLargeEnough(sib, triCount * 3);
        sib.limit(triCount * 3);
        ib.updateData(sib);
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            pose.apply(poseWeight, (FloatBuffer) pb.getData());
        }

        // force to re-upload data to gpu
        pb.updateData(pb.getData());
    }

    public void setTime(float time, float weight, AnimControl control, AnimChannel channel, TempVars vars) {
        // TODO: When MeshControl is created, it will gather targets
        // list automatically which is then retrieved here.
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        // set positions
        FloatBuffer pb = BufferUtils.createVector3Buffer(numParticles * 4);
        // if the buffer is already set only update the data
        VertexBuffer buf = getBuffer(VertexBuffer.Type.Position);
        if (buf != null) {
            buf.updateData(pb);
        } else {
            VertexBuffer pvb = new VertexBuffer(VertexBuffer.Type.Position);
            pvb.setupData(Usage.Stream, 3, Format.Float, pb);
            setBuffer(pvb);
        }
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        colors.clear();
        if (!uniqueTexCoords)
            texcoords.clear();
        else{
            texcoords.clear();
            tvb.updateData(texcoords);
        }

        // force renderer to re-send data to GPU
        pvb.updateData(positions);
        cvb.updateData(colors);
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        FloatBuffer pb = BufferUtils.createVector3Buffer(numParticles);
       
        //if the buffer is already set only update the data
        VertexBuffer buf = getBuffer(VertexBuffer.Type.Position);
        if (buf != null) {
            buf.updateData(pb);
        } else {
            VertexBuffer pvb = new VertexBuffer(VertexBuffer.Type.Position);
            pvb.setupData(Usage.Stream, 3, Format.Float, pb);
            setBuffer(pvb);
        }
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        // force renderer to re-send data to GPU
        pvb.updateData(positions);
        cvb.updateData(colors);
        svb.updateData(sizes);
        tvb.updateData(texcoords);
    }
}
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