List of usage examples for org.lwjgl.opengl GL30 glBindVertexArray
public static void glBindVertexArray(@NativeType("GLuint") int array)
From source file:com.opengrave.og.base.RenderableBoneAnimated.java
License:Open Source License
@Override public void renderForPicking(Matrix4f matrix, Pickable object) { dealWithChange();/*from www .j a v a 2 s . c o m*/ int pID = Resources.loadShader("animmodel.vs", "pickingmodel.fs").getProgram(); GL20.glUseProgram(pID); GL30.glBindVertexArray(vao_ID); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 3, "in_BoneID"); GL20.glBindAttribLocation(pID, 4, "in_BoneWeight"); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(3); GL20.glEnableVertexAttribArray(4); setBonesUniform(pID); // Util.setShadowMatrices(pID, shadow, location, scale, rotation, // matrix); Picking.registerObject(pID, getContext(), object); getContext().setMatrices(pID, matrix); // GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertCount); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID); GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(3); GL20.glDisableVertexAttribArray(4); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableBoneAnimated.java
License:Open Source License
@Override public void dealWithChange() { if (vao_ID == 0) { vao_ID = GL30.glGenVertexArrays(); }//from w ww. j av a2s . c o m GL30.glBindVertexArray(vao_ID); if (vbo_index_ID == 0) { vbo_index_ID = GL15.glGenBuffers(); } if (vbo_pos_ID == 0) { vbo_pos_ID = GL15.glGenBuffers(); } if (vbo_norm_ID == 0) { vbo_norm_ID = GL15.glGenBuffers(); } if (vbo_tex_ID == 0) { vbo_tex_ID = GL15.glGenBuffers(); } if (vbo_weight_ID == 0) { vbo_weight_ID = GL15.glGenBuffers(); } if (vbo_bone_ID == 0) { vbo_bone_ID = GL15.glGenBuffers(); } if (changed) { // vertexList.clear(); recreate(); changed = false; indexCount = vertexList.size(); IntBuffer indexList = BufferUtils.createIntBuffer(indexCount); ArrayList<VertexAnimated> verts = new ArrayList<VertexAnimated>(); for (VertexAnimated thisVert : vertexList) { int index = -1; if (verts.indexOf(thisVert) == -1) { verts.add(thisVert); } index = verts.indexOf(thisVert); indexList.put(index); } int vertCount = verts.size(); indexList.flip(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indexList, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); FloatBuffer pos = BufferUtils.createFloatBuffer(vertCount * 3); FloatBuffer norm = BufferUtils.createFloatBuffer(vertCount * 3); FloatBuffer tex = BufferUtils.createFloatBuffer(vertCount * 3); FloatBuffer bone = BufferUtils.createFloatBuffer(vertCount * 4); FloatBuffer weight = BufferUtils.createFloatBuffer(vertCount * 4); // box.clear(); for (int i = 0; i < verts.size(); i++) { VertexAnimated v1 = verts.get(i); // box.addVector3f(v1.getPos()); pos.put(v1.x).put(v1.y).put(v1.z); norm.put(v1.nx).put(v1.ny).put(v1.nz); tex.put(v1.tx).put(v1.ty).put(v1.tz); bone.put(v1.influence.getBoneId(0)).put(v1.influence.getBoneId(1)).put(v1.influence.getBoneId(2)) .put(v1.influence.getBoneId(3)); weight.put(v1.influence.getWeight(0)).put(v1.influence.getWeight(1)).put(v1.influence.getWeight(2)) .put(v1.influence.getWeight(3)); } pos.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_pos_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, pos, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); norm.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_norm_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, norm, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, true, 0, 0); tex.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_tex_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, tex, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 0, 0); bone.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_bone_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, bone, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(3, 4, GL11.GL_FLOAT, false, 0, 0); weight.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_weight_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, weight, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(4, 4, GL11.GL_FLOAT, false, 0, 0); /* * changed = false; * * vertCount = vertexList.size(); FloatBuffer pos = * BufferUtils.createFloatBuffer(vertCount * 3); FloatBuffer norm = * BufferUtils.createFloatBuffer(vertCount * 3); FloatBuffer tex = * BufferUtils.createFloatBuffer(vertCount * 3); FloatBuffer bone = * BufferUtils.createFloatBuffer(vertCount * 4); FloatBuffer weight * = BufferUtils.createFloatBuffer(vertCount * 4); for * (VertexAnimated va : vertexList) { * pos.put(va.x).put(va.y).put(va.z); * norm.put(va.nx).put(va.ny).put(va.nz); * tex.put(va.tx).put(va.ty).put(va.tz); * bone.put(va.influence.getBoneId(0)) * .put(va.influence.getBoneId(1)) .put(va.influence.getBoneId(2)) * .put(va.influence.getBoneId(3)); * weight.put(va.influence.getWeight(0)) * .put(va.influence.getWeight(1)) .put(va.influence.getWeight(2)) * .put(va.influence.getWeight(3)); } * * pos.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_pos_ID); * GL15.glBufferData(GL15.GL_ARRAY_BUFFER, pos, * GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, * GL11.GL_FLOAT, false, 0, 0); * * norm.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, * vbo_norm_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, norm, * GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 3, * GL11.GL_FLOAT, false, 0, 0); * * tex.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_tex_ID); * GL15.glBufferData(GL15.GL_ARRAY_BUFFER, tex, * GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 3, * GL11.GL_FLOAT, false, 0, 0); * * bone.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, * vbo_bone_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, bone, * GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(3, 4, * GL11.GL_FLOAT, false, 0, 0); * * weight.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, * vbo_weight_ID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, weight, * GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(4, 4, * GL11.GL_FLOAT, false, 0, 0); */ GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableLines.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();/*from w ww . ja v a2 s . c om*/ if (!visible) { return; } if (vertCount == 0) { return; } GL11.glPointSize(3f); int pID = Resources.loadShader("lines.vs", "lines.fs").getProgram(); GL20.glUseProgram(pID); if (pID == 0) { return; } GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); Util.checkErr(); getContext().setMatrices(pID, matrix); Util.checkErr(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDrawArrays(GL11.GL_LINES, 0, vertCount); GL11.glEnable(GL11.GL_DEPTH_TEST); Util.checkErr(); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(0); Util.checkErr(); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
From source file:com.opengrave.og.base.RenderableLines.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }// w w w . ja va2 s .c o m GL30.glBindVertexArray(vaoID); if (vboID == 0) { vboID = GL15.glGenBuffers(); } if (vbocID == 0) { vbocID = GL15.glGenBuffers(); } if (changed) { changed = false; recreate(); vertCount = vertexList.size(); if ((vertCount & 1) == 1) { // Dirty fix for odd numbers vertCount = 0; return; } if (vertCount == 0) { return; } if (posBuffer == null || posBuffer.capacity() != vertCount * 3) { posBuffer = BufferUtils.createFloatBuffer(vertCount * 3); } if (colBuffer == null || colBuffer.capacity() != vertCount * 4) { colBuffer = BufferUtils.createFloatBuffer(vertCount * 4); } for (VertexPoint va : vertexList) { posBuffer.put(va.x).put(va.y).put(va.z); colBuffer.put(va.r).put(va.g).put(va.b).put(va.a); } posBuffer.flip(); colBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbocID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableLiquid.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();//from w w w .j a v a 2 s .c o m if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("liquid.vs", "liquid.fs").getProgram(); GL20.glUseProgram(pID); int atlas = GL20.glGetUniformLocation(pID, "arraytexture"); int normals = GL20.glGetUniformLocation(pID, "arraytexturedata"); int colours = GL20.glGetUniformLocation(pID, "colours"); int flows = GL20.glGetUniformLocation(pID, "flows"); int shadow = GL20.glGetUniformLocation(pID, "shadowMap"); GL20.glUniform1i(atlas, 0); GL20.glUniform1i(normals, 1); GL20.glUniform1i(colours, 2); GL20.glUniform1i(flows, 3); GL20.glUniform1i(shadow, 4); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); getContext().setMatrices(pID, matrix); textureAtlas.bind(GL13.GL_TEXTURE0); normalAtlas.bind(GL13.GL_TEXTURE1); getColourTexture().bind(GL13.GL_TEXTURE2); getFlowTexture().bind(GL13.GL_TEXTURE3); getContext().bindShadowData(GL13.GL_TEXTURE4); getContext().bindLights(pID, GL13.GL_TEXTURE5); Util.setRenderStyle(pID, style); GL11.glDepthMask(false); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); GL11.glDepthMask(true); getContext().unbindLights(); getContext().unbindShadowData(); textureAtlas.unbind(); getFlowTexture().unbind(); getColourTexture().unbind(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableLiquid.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }/*www .j a v a2s. c o m*/ GL30.glBindVertexArray(vaoID); if (vbopID == 0) { vbopID = GL15.glGenBuffers(); } if (vbooID == 0) { vbooID = GL15.glGenBuffers(); } if (vbonID == 0) { vbonID = GL15.glGenBuffers(); } if (changed) { vertexList.clear(); posBuffer.clear(); offsetBuffer.clear(); normBuffer.clear(); recreate(); changed = false; int verts = vertexList.size(); if (vertexList.size() == 0) { return; } if (posBuffer.capacity() != verts * 4) { posBuffer = BufferUtils.createFloatBuffer(verts * 4); } if (offsetBuffer.capacity() != verts * 4) { offsetBuffer = BufferUtils.createFloatBuffer(verts * 4); } if (normBuffer.capacity() != verts * 3) { normBuffer = BufferUtils.createFloatBuffer(verts * 3); } for (int i = 0; i < vertexList.size(); i += 3) { VertexLiquid vm0, vm1, vm2; vm0 = vertexList.get(i); vm1 = vertexList.get(i + 1); vm2 = vertexList.get(i + 2); posBuffer.put(vm0.x).put(vm0.y).put(vm0.z).put(vm0.tex); posBuffer.put(vm1.x).put(vm1.y).put(vm1.z).put(vm0.tex); posBuffer.put(vm2.x).put(vm2.y).put(vm2.z).put(vm0.tex); offsetBuffer.put(0).put(0).put(0).put(0); offsetBuffer.put(vm1.x - vm0.x).put(vm1.y - vm0.y).put(0).put(0); offsetBuffer.put(vm2.x - vm0.x).put(vm2.y - vm0.y).put(0).put(0); normBuffer.put(vm0.nx).put(vm0.ny).put(vm0.nz); normBuffer.put(vm1.nx).put(vm1.ny).put(vm1.nz); normBuffer.put(vm2.nx).put(vm2.ny).put(vm2.nz); } posBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbopID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, 0, 0); offsetBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbooID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, offsetBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0); normBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbonID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, normBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void renderShadows(Matrix4f matrix, Shadow shadow) { dealWithChange();//from w w w .j ava 2 s. c om if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("terrainshadow.vs", "castshadow.fs").getProgram(); GL20.glUseProgram(pID); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); getContext().setShadowMatrices(pID, matrix, shadow); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); // System.out.println(getClass().getName()+" : "+vertexList.size()+" rendered"); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();//from w w w . jav a 2 s. c o m if (vertexList.size() == 0) { return; } // GL11.glBindTexture(GL11.GL_TEXTURE_2D, // Resources.loadTexture("tex/blank.png").id); int pID = Resources.loadShader("terrain.vs", "terrain.fs").getProgram(); GL20.glUseProgram(pID); int atlas = GL20.glGetUniformLocation(pID, "arraytexture"); int colours = GL20.glGetUniformLocation(pID, "colours"); int shadow = GL20.glGetUniformLocation(pID, "shadowMap"); int normals = GL20.glGetUniformLocation(pID, "arraytexturedata"); GL20.glUniform1i(atlas, 0); GL20.glUniform1i(colours, 1); GL20.glUniform1i(normals, 2); GL20.glUniform1i(shadow, 3); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 1, "in_TextureCoord"); GL20.glBindAttribLocation(pID, 2, "in_TexIndex"); GL20.glBindAttribLocation(pID, 3, "in_Normal"); getContext().setMatrices(pID, matrix); GL20.glUniform1i(GL20.glGetUniformLocation(pID, "hidden"), hidden); textureAtlas.bind(GL13.GL_TEXTURE0); getColourTexture().bind(GL13.GL_TEXTURE1); normalAtlas.bind(GL13.GL_TEXTURE2); getContext().bindShadowData(GL13.GL_TEXTURE3); getContext().bindLights(pID, GL13.GL_TEXTURE4); Util.setRenderStyle(pID, style); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); getContext().unbindLights(); getContext().unbindShadowData(); textureAtlas.unbind(); // HGMainThread.shadowMap.unbind(); getColourTexture().unbind(); // System.out.println(getClass().getName()+" : "+vertexList.size()+" rendered"); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void renderForPicking(Matrix4f matrix, Pickable object) { dealWithChange();/* w w w . ja va 2 s . com*/ if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("terrainshadow.vs", "pickingmodel.fs").getProgram(); GL20.glUseProgram(pID); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); getContext().setMatrices(pID, matrix); Picking.registerObject(pID, getContext(), object); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void dealWithChange() { if (vaoID == 0) { vaoID = GL30.glGenVertexArrays(); }//from w w w. ja v a 2 s . co m GL30.glBindVertexArray(vaoID); if (vbopID == 0) { vbopID = GL15.glGenBuffers(); } if (vbotID == 0) { vbotID = GL15.glGenBuffers(); } if (vbotDID == 0) { vbotDID = GL15.glGenBuffers(); } if (vboNID == 0) { vboNID = GL15.glGenBuffers(); } if (changed) { changed = false; vertexList.clear(); posBuffer.clear(); texBuffer.clear(); texDBuffer.clear(); normBuffer.clear(); recreate(); int verts = vertexList.size(); if (vertexList.size() == 0) { return; } if (posBuffer.capacity() != verts * 3) { posBuffer = BufferUtils.createFloatBuffer(verts * 3); } if (texBuffer.capacity() != verts * 3) { texBuffer = BufferUtils.createFloatBuffer(verts * 3); } if (texDBuffer.capacity() != verts * 3) { texDBuffer = BufferUtils.createFloatBuffer(verts * 3); } if (normBuffer.capacity() != verts * 3) { normBuffer = BufferUtils.createFloatBuffer(verts * 3); } for (int i = 0; i < vertexList.size(); i += 3) { VertexMultiTex vm0, vm1, vm2; vm0 = vertexList.get(i); vm1 = vertexList.get(i + 1); vm2 = vertexList.get(i + 2); posBuffer.put(vm0.x).put(vm0.y).put(vm0.z); posBuffer.put(vm1.x).put(vm1.y).put(vm1.z); posBuffer.put(vm2.x).put(vm2.y).put(vm2.z); texBuffer.put(vm0.tx).put(vm0.ty).put((float) vm0.tex); texBuffer.put(vm1.tx).put(vm1.ty).put((float) vm1.tex); texBuffer.put(vm2.tx).put(vm2.ty).put((float) vm2.tex); texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex); texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex); texDBuffer.put((float) vm0.tex).put((float) vm1.tex).put((float) vm2.tex); normBuffer.put(vm0.nx).put(vm0.ny).put(vm0.nz); normBuffer.put(vm1.nx).put(vm1.ny).put(vm1.nz); normBuffer.put(vm2.nx).put(vm2.ny).put(vm2.nz); } posBuffer.flip(); texBuffer.flip(); texDBuffer.flip(); normBuffer.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbopID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, posBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbotID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbotDID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texDBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(2, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboNID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, normBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(3, 3, GL11.GL_FLOAT, true, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } }