Example usage for org.lwjgl.opengl GL30 glBindVertexArray

List of usage examples for org.lwjgl.opengl GL30 glBindVertexArray

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL30 glBindVertexArray.

Prototype

public static void glBindVertexArray(@NativeType("GLuint") int array) 

Source Link

Document

Binds a vertex array object

Usage

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);

    }

}