public class ImmModeSink extends Object
Modifier and Type | Field and Description |
---|---|
static boolean |
DEBUG_BEGIN_END |
static boolean |
DEBUG_DRAW |
static int |
GL_POLYGON |
static int |
GL_QUAD_STRIP |
Modifier and Type | Method and Description |
---|---|
static ImmModeSink |
createFixed(GL gl,
int glBufferUsage,
int initialElementCount,
int vComps,
int vDataType,
int cComps,
int cDataType,
int nComps,
int nDataType,
int tComps,
int tDataType)
Uses a GL2ES1, or ES2 fixed function emulation immediate mode sink
|
static ImmModeSink |
createGLSL(GL gl,
int glBufferUsage,
int initialElementCount,
int vComps,
int vDataType,
int cComps,
int cDataType,
int nComps,
int nDataType,
int tComps,
int tDataType)
Uses a GL2ES2 GLSL shader immediate mode sink.
|
void |
destroy(GL gl) |
void |
draw(GL gl,
boolean disableBufferAfterDraw) |
void |
draw(GL gl,
Buffer indices,
boolean disableBufferAfterDraw) |
void |
glBegin(int mode) |
void |
glColor3b(byte x,
byte y,
byte z) |
void |
glColor3f(float x,
float y,
float z) |
void |
glColor3s(short x,
short y,
short z) |
void |
glColor4b(byte x,
byte y,
byte z,
byte a) |
void |
glColor4f(float x,
float y,
float z,
float a) |
void |
glColor4s(short x,
short y,
short z,
short a) |
void |
glColorv(Buffer v) |
void |
glEnd(GL gl) |
void |
glEnd(GL gl,
boolean immediateDraw) |
void |
glEnd(GL gl,
Buffer indices) |
void |
glNormal3b(byte x,
byte y,
byte z) |
void |
glNormal3f(float x,
float y,
float z) |
void |
glNormal3s(short x,
short y,
short z) |
void |
glNormalv(Buffer v) |
void |
glTexCoord2b(byte x,
byte y) |
void |
glTexCoord2f(float x,
float y) |
void |
glTexCoord2s(short x,
short y) |
void |
glTexCoord3b(byte x,
byte y,
byte z) |
void |
glTexCoord3f(float x,
float y,
float z) |
void |
glTexCoord3s(short x,
short y,
short z) |
void |
glTexCoordv(Buffer v) |
void |
glVertex2b(byte x,
byte y) |
void |
glVertex2f(float x,
float y) |
void |
glVertex2s(short x,
short y) |
void |
glVertex3b(byte x,
byte y,
byte z) |
void |
glVertex3f(float x,
float y,
float z) |
void |
glVertex3s(short x,
short y,
short z) |
void |
glVertexv(Buffer v) |
void |
reset() |
void |
reset(GL gl) |
static void |
setVBOUsage(boolean v) |
String |
toString() |
static boolean |
usesVBO() |
public static final boolean DEBUG_BEGIN_END
public static final boolean DEBUG_DRAW
public static final int GL_QUAD_STRIP
public static final int GL_POLYGON
public static ImmModeSink createFixed(GL gl, int glBufferUsage, int initialElementCount, int vComps, int vDataType, int cComps, int cDataType, int nComps, int nDataType, int tComps, int tDataType)
public static ImmModeSink createGLSL(GL gl, int glBufferUsage, int initialElementCount, int vComps, int vDataType, int cComps, int cDataType, int nComps, int nDataType, int tComps, int tDataType)
public static boolean usesVBO()
public static void setVBOUsage(boolean v)
public void destroy(GL gl)
public void reset()
public void reset(GL gl)
public void draw(GL gl, boolean disableBufferAfterDraw)
public void glBegin(int mode)
public final void glEnd(GL gl)
public void glEnd(GL gl, boolean immediateDraw)
public void glVertexv(Buffer v)
public void glNormalv(Buffer v)
public void glColorv(Buffer v)
public void glTexCoordv(Buffer v)
public final void glVertex2f(float x, float y)
public final void glVertex3f(float x, float y, float z)
public final void glNormal3f(float x, float y, float z)
public final void glColor3f(float x, float y, float z)
public final void glColor4f(float x, float y, float z, float a)
public final void glTexCoord2f(float x, float y)
public final void glTexCoord3f(float x, float y, float z)
public final void glVertex2s(short x, short y)
public final void glVertex3s(short x, short y, short z)
public final void glNormal3s(short x, short y, short z)
public final void glColor3s(short x, short y, short z)
public final void glColor4s(short x, short y, short z, short a)
public final void glTexCoord2s(short x, short y)
public final void glTexCoord3s(short x, short y, short z)
public final void glVertex2b(byte x, byte y)
public final void glVertex3b(byte x, byte y, byte z)
public final void glNormal3b(byte x, byte y, byte z)
public final void glColor3b(byte x, byte y, byte z)
public final void glColor4b(byte x, byte y, byte z, byte a)
public final void glTexCoord2b(byte x, byte y)
public final void glTexCoord3b(byte x, byte y, byte z)
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