List of usage examples for org.lwjgl.opengl GL15 glBufferSubData
public static void glBufferSubData(@NativeType("GLenum") int target, @NativeType("GLintptr") long offset, @NativeType("void const *") double[] data)
From source file:wrapper.vbo.Vbo.java
License:Open Source License
public void edit_data(ProgressiveBuffer[] b) { if (b[0].get_data() == null || b[1].get_data() == null) { return;//from w w w . j a va 2 s .co m } vertex.clear(); texture.clear(); vertex = BufferUtils.createFloatBuffer(b[0].get_data().capacity()); texture = BufferUtils.createFloatBuffer(b[1].get_data().capacity()); b[0].get_data().rewind(); b[1].get_data().rewind(); vertex = b[0].get_data(); texture = b[1].get_data(); vertcount = b[0].get_data().capacity(); vertex.rewind(); texture.rewind(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid); GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, vertex); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, texcoordid); GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, texture);// doesnt // reassing // meaning its // more // efficient, // only for // removing // objects }
From source file:wrapper.vbo.Vbo.java
License:Open Source License
public void clear_data() { vertex.clear();//from w w w . java 2s . c o m texture.clear(); vertex = BufferUtils.createFloatBuffer(vertcount); texture = BufferUtils.createFloatBuffer(vertcount); vertex.rewind(); texture.rewind(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid); GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, vertex); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, texcoordid); GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, texture); vertcount = 0; }
From source file:wrapper.vbo.Vbo.java
License:Open Source License
public void rebind(int size) { FloatBuffer temp = BufferUtils.createFloatBuffer(size); FloatBuffer temp_tex = BufferUtils.createFloatBuffer(size); vertex.rewind();/* w ww. j av a 2 s.c o m*/ maxlength = size; texture.rewind(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid);// clear and generate // two new memory // locations with a // large amount of space GL15.glBufferData(GL15.GL_ARRAY_BUFFER, temp, GL15.GL_DYNAMIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, temp_tex, GL15.GL_DYNAMIC_DRAW); // reassign the previous data to this , useful for string generation. GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid); GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, vertex); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, texid); GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, texture); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); }