Java Code Examples for javax.microedition.khronos.opengles.GL11#glGenBuffers()

The following examples show how to use javax.microedition.khronos.opengles.GL11#glGenBuffers() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: MatrixPaletteRenderer.java    From codeexamples-android with Eclipse Public License 1.0 6 votes vote down vote up
public void createBufferObjects(GL gl) {
    // Generate a the vertex and element buffer IDs
    int[] vboIds = new int[2];
    GL11 gl11 = (GL11) gl;
    gl11.glGenBuffers(2, vboIds, 0);
    mVertexBufferObjectId = vboIds[0];
    mElementBufferObjectId = vboIds[1];

    // Upload the vertex data
    gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
    mVertexByteBuffer.position(0);
    gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW);

    gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
    mIndexBuffer.position(0);
    gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW);

    // We don't need the in-memory data any more
    mVertexBuffer = null;
    mVertexByteBuffer = null;
    mIndexBuffer = null;
}
 
Example 2
Source File: CubeMapActivity.java    From codeexamples-android with Eclipse Public License 1.0 6 votes vote down vote up
public void createBufferObjects(GL gl) {
    checkGLError(gl);
    // Generate a the vertex and element buffer IDs
    int[] vboIds = new int[2];
    GL11 gl11 = (GL11) gl;
    gl11.glGenBuffers(2, vboIds, 0);
    mVertexBufferObjectId = vboIds[0];
    mElementBufferObjectId = vboIds[1];

    // Upload the vertex data
    gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
    mVertexByteBuffer.position(0);
    gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW);

    gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
    mIndexBuffer.position(0);
    gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW);

    // We don't need the in-memory data any more
    mVertexBuffer = null;
    mVertexByteBuffer = null;
    mIndexBuffer = null;
    checkGLError(gl);
}