com.sun.opengl.util
Class ImmModeSink
java.lang.Object
com.sun.opengl.util.ImmModeSink
public class ImmModeSink
- extends Object
Constructor Summary |
protected |
ImmModeSink(GL gl,
int glBufferUsage,
int initialSize,
int vComps,
int vDataType,
int cComps,
int cDataType,
int nComps,
int nDataType,
int tComps,
int tDataType,
boolean useGLSL)
|
Method Summary |
static ImmModeSink |
createFixed(GL gl,
int glBufferUsage,
int initialSize,
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 initialSize,
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()
|
DEBUG_BEGIN_END
public static final boolean DEBUG_BEGIN_END
- See Also:
- Constant Field Values
DEBUG_DRAW
public static final boolean DEBUG_DRAW
- See Also:
- Constant Field Values
GL_QUAD_STRIP
public static final int GL_QUAD_STRIP
- See Also:
- Constant Field Values
GL_POLYGON
public static final int GL_POLYGON
- See Also:
- Constant Field Values
ImmModeSink
protected ImmModeSink(GL gl,
int glBufferUsage,
int initialSize,
int vComps,
int vDataType,
int cComps,
int cDataType,
int nComps,
int nDataType,
int tComps,
int tDataType,
boolean useGLSL)
createFixed
public static ImmModeSink createFixed(GL gl,
int glBufferUsage,
int initialSize,
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
createGLSL
public static ImmModeSink createGLSL(GL gl,
int glBufferUsage,
int initialSize,
int vComps,
int vDataType,
int cComps,
int cDataType,
int nComps,
int nDataType,
int tComps,
int tDataType)
- Uses a GL2ES2 GLSL shader immediate mode sink.
To issue the draw() command,
a ShaderState must be current, using ShaderState.glUseProgram().
- See Also:
draw(GL, boolean)
,
javax.media.opengl.glsl.ShaderState#glUseProgram(GL2ES2, boolean)
,
javax.media.opengl.glsl.ShaderState#getCurrent()
usesVBO
public static boolean usesVBO()
setVBOUsage
public static void setVBOUsage(boolean v)
destroy
public void destroy(GL gl)
reset
public void reset()
reset
public void reset(GL gl)
toString
public String toString()
- Overrides:
toString
in class Object
draw
public void draw(GL gl,
boolean disableBufferAfterDraw)
draw
public void draw(GL gl,
Buffer indices,
boolean disableBufferAfterDraw)
glBegin
public void glBegin(int mode)
glEnd
public final void glEnd(GL gl)
glEnd
public void glEnd(GL gl,
boolean immediateDraw)
glEnd
public final void glEnd(GL gl,
Buffer indices)
glVertexv
public void glVertexv(Buffer v)
glNormalv
public void glNormalv(Buffer v)
glColorv
public void glColorv(Buffer v)
glTexCoordv
public void glTexCoordv(Buffer v)
glVertex2f
public final void glVertex2f(float x,
float y)
glVertex3f
public final void glVertex3f(float x,
float y,
float z)
glNormal3f
public final void glNormal3f(float x,
float y,
float z)
glColor3f
public final void glColor3f(float x,
float y,
float z)
glColor4f
public final void glColor4f(float x,
float y,
float z,
float a)
glTexCoord2f
public final void glTexCoord2f(float x,
float y)
glTexCoord3f
public final void glTexCoord3f(float x,
float y,
float z)
glVertex2s
public final void glVertex2s(short x,
short y)
glVertex3s
public final void glVertex3s(short x,
short y,
short z)
glNormal3s
public final void glNormal3s(short x,
short y,
short z)
glColor3s
public final void glColor3s(short x,
short y,
short z)
glColor4s
public final void glColor4s(short x,
short y,
short z,
short a)
glTexCoord2s
public final void glTexCoord2s(short x,
short y)
glTexCoord3s
public final void glTexCoord3s(short x,
short y,
short z)
glVertex2b
public final void glVertex2b(byte x,
byte y)
glVertex3b
public final void glVertex3b(byte x,
byte y,
byte z)
glNormal3b
public final void glNormal3b(byte x,
byte y,
byte z)
glColor3b
public final void glColor3b(byte x,
byte y,
byte z)
glColor4b
public final void glColor4b(byte x,
byte y,
byte z,
byte a)
glTexCoord2b
public final void glTexCoord2b(byte x,
byte y)
glTexCoord3b
public final void glTexCoord3b(byte x,
byte y,
byte z)
Copyright 2005 Sun Microsystems, Inc. All rights reserved. Use is subject to license terms.