put() public abstract method

public abstract put ( int arg0, short arg1 ) : global::java.nio.ShortBuffer
arg0 int
arg1 short
return global::java.nio.ShortBuffer
            private void initTriangle()
            {
                // float has 4 bytes
                ByteBuffer vbb = ByteBuffer.allocateDirect(_nrOfVertices * 3 * 4);
                vbb.order(ByteOrder.nativeOrder());
                _vertexBuffer = vbb.asFloatBuffer();

                // short has 2 bytes
                ByteBuffer ibb = ByteBuffer.allocateDirect(_nrOfVertices * 2);
                ibb.order(ByteOrder.nativeOrder());
                _indexBuffer = ibb.asShortBuffer();

                float[] coords = {
                    -0.5f, -0.5f, 0f, // (x1, y1, z1)
                    0.5f, -0.5f, 0f, // (x2, y2, z2)
                    0f, 0.5f, 0f // (x3, y3, z3)
                };

                _vertexBuffer.put(coords);
                _indexBuffer.put(_indicesArray);

                _vertexBuffer.position(0);
                _indexBuffer.position(0);
            }
            private void initTriangle()
            {
                float[] coords = {
                        -0.5f, -0.5f, 0.5f, // 0
                        0.5f, -0.5f, 0.5f, // 1
                        0f, -0.5f, -0.5f, // 2
                        0f, 0.5f, 0f, // 3
                };
                _nrOfVertices = coords.Length;

                float[] colors = {
                        1f, 0f, 0f, 1f, // point 0 red
                        0f, 1f, 0f, 1f, // point 1 green
                        0f, 0f, 1f, 1f, // point 2 blue
                        1f, 1f, 1f, 1f, // point 3 white
                };

                short[] indices = new short[] {
                        0, 1, 3, // rwg
                        0, 2, 1, // rbg
                        0, 3, 2, // rbw
                        1, 2, 3, // bwg
                };

                // float has 4 bytes, coordinate * 4 bytes
                ByteBuffer vbb = ByteBuffer.allocateDirect(coords.Length * 4);
                vbb.order(ByteOrder.nativeOrder());
                _vertexBuffer = vbb.asFloatBuffer();

                // short has 2 bytes, indices * 2 bytes
                ByteBuffer ibb = ByteBuffer.allocateDirect(indices.Length * 2);
                ibb.order(ByteOrder.nativeOrder());
                _indexBuffer = ibb.asShortBuffer();

                // float has 4 bytes, colors (RGBA) * 4 bytes
                ByteBuffer cbb = ByteBuffer.allocateDirect(colors.Length * 4);
                cbb.order(ByteOrder.nativeOrder());
                _colorBuffer = cbb.asFloatBuffer();

                _vertexBuffer.put(coords);
                _indexBuffer.put(indices);
                _colorBuffer.put(colors);

                _vertexBuffer.position(0);
                _indexBuffer.position(0);
                _colorBuffer.position(0);
            }
            private void initTriangle()
            {
                // float has 4 bytes
                ByteBuffer vbb = ByteBuffer.allocateDirect(_nrOfVertices * 3 * 4);
                vbb.order(ByteOrder.nativeOrder());
                _vertexBuffer = vbb.asFloatBuffer();

                // short has 4 bytes
                ByteBuffer ibb = ByteBuffer.allocateDirect(_nrOfVertices * 2);
                ibb.order(ByteOrder.nativeOrder());
                _indexBuffer = ibb.asShortBuffer();

                // float has 4 bytes, 4 colors (RGBA) * number of vertices * 4 bytes
                ByteBuffer cbb = ByteBuffer.allocateDirect(4 * _nrOfVertices * 4);
                cbb.order(ByteOrder.nativeOrder());
                _colorBuffer = cbb.asFloatBuffer();

                float[] coords = {
                    -0.5f, -0.5f, 0f, // (x1, y1, z1)
                    0.5f, -0.5f, 0f, // (x2, y2, z2)
                    0.5f, 0.5f, 0f // (x3, y3, z3)
                };

                float[] colors = {
                    1f, 0f, 0f, 1f, // point 1
                    0f, 1f, 0f, 1f, // point 2
                    0f, 0f, 1f, 1f, // point 3
                };

                _vertexBuffer.put(coords);
                _indexBuffer.put(_indicesArray);
                _colorBuffer.put(colors);

                _vertexBuffer.position(0);
                _indexBuffer.position(0);
                _colorBuffer.position(0);
            }