public PointCloud(int maxDepthPoints) { mAverageZ = 0; int vertexShader = RenderUtils.loadShader(GLES20.GlVertexShader, sVertexShaderCode); int fragShader = RenderUtils.loadShader(GLES20.GlFragmentShader, sFragmentShaderCode); mProgram = GLES20.GlCreateProgram(); GLES20.GlAttachShader(mProgram, vertexShader); GLES20.GlAttachShader(mProgram, fragShader); GLES20.GlLinkProgram(mProgram); Matrix.SetIdentityM(ModelMatrix, 0); //JAVA TO C# CONVERTER WARNING: The original Java variable was marked 'final': //ORIGINAL LINE: final int buffers[] = new int[1]; int[] buffers = new int[1]; GLES20.GlGenBuffers(1, buffers, 0); mVertexVBO = buffers[0]; }
public Trajectory(int lineWidth) { mLineWidth = lineWidth; // Reset the model matrix to the identity Matrix.SetIdentityM(ModelMatrix, 0); // Allocate a vertex buffer ByteBuffer vertexByteBuffer = ByteBuffer.AllocateDirect(MAX_VERTICES * BYTES_PER_FLOAT); vertexByteBuffer.Order(ByteOrder.NativeOrder()); mVertexBuffer = vertexByteBuffer.AsFloatBuffer(); // Load the vertex and fragment shaders, then link the program int vertexShader = RenderUtils.loadShader(GLES20.GlVertexShader, mVertexShaderCode); int fragShader = RenderUtils.loadShader(GLES20.GlFragmentShader, mFragmentShaderCode); mProgram = GLES20.GlCreateProgram(); GLES20.GlAttachShader(mProgram, vertexShader); GLES20.GlAttachShader(mProgram, fragShader); GLES20.GlLinkProgram(mProgram); }