// =========================================================== // Methods // =========================================================== public static void Reset(/* final */ GL10 pGL) { GLHelper.sCurrentHardwareBufferID = -1; GLHelper.sCurrentHardwareTextureID = -1; GLHelper.sCurrentMatrix = -1; GLHelper.sCurrentSourceBlendMode = -1; GLHelper.sCurrentDestinationBlendMode = -1; GLHelper.sCurrentTextureFloatBuffer = null; GLHelper.sCurrentVertexFloatBuffer = null; GLHelper.EnableDither(pGL); GLHelper.EnableLightning(pGL); GLHelper.EnableDepthTest(pGL); GLHelper.EnableMultisample(pGL); GLHelper.DisableBlend(pGL); GLHelper.DisableCulling(pGL); GLHelper.DisableTextures(pGL); GLHelper.DisableTexCoordArray(pGL); GLHelper.DisableVertexArray(pGL); GLHelper.sLineWidth = 1; GLHelper.sRed = -1; GLHelper.sGreen = -1; GLHelper.sBlue = -1; GLHelper.sAlpha = -1; GLHelper.EXTENSIONS_VERTEXBUFFEROBJECTS = false; GLHelper.EXTENSIONS_DRAWTEXTURE = false; }
/** * See {@link FloatBuffer#put(FloatBuffer)} */ public void Put(FastFloatBuffer b) { ByteBuffer byteBuffer = this.mByteBuffer; byteBuffer.Put(b.mByteBuffer); this.mFloatBuffer.Position(byteBuffer.Position() >> 2); this.mIntBuffer.Position(byteBuffer.Position() >> 2); }
public static void VertexPointer(/* final */ GL10 pGL, /* final */ FastFloatBuffer pVertexFloatBuffer) { if (GLHelper.sCurrentVertexFloatBuffer != pVertexFloatBuffer) { GLHelper.sCurrentVertexFloatBuffer = pVertexFloatBuffer; pGL.GlVertexPointer(2, GL10Consts.GlFloat, 0, pVertexFloatBuffer.mByteBuffer); } }
public static void TexCoordPointer(/* final */ GL10 pGL, /* final */ FastFloatBuffer pTextureFloatBuffer) { if (GLHelper.sCurrentTextureFloatBuffer != pTextureFloatBuffer) { GLHelper.sCurrentTextureFloatBuffer = pTextureFloatBuffer; pGL.GlTexCoordPointer(2, GL10Consts.GlFloat, 0, pTextureFloatBuffer.mByteBuffer); } }