![]() ![]() GlVertexAttribPointer(v_Location, 3, GL_FLOAT, false, 0, vertexBuffer) Īnd the uv data with: glVertexAttribPointer(a_Location, 2, GL_FLOAT, false, 0, uvBuffer) Then I pass this vertex data using these buffer to shader with: glGetAttribLocation(Shader.program_Image, Shader.V_POSITION) I create the buffers to to put on them the vertex data and uv data: ByteBuffer bb = ByteBuffer.allocateDirect(coord.getVertices().length * 4) īyteBuffer dlb = ByteBuffer.allocateDirect(coord.getIndices().length * 2) īyteBuffer uv = ByteBuffer.allocateDirect(uv.getUv().length * 4)
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