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Mesh (libgdx API)
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  SUMMARY:&nbsp;<A HREF="#nested_class_summary">NESTED</A>&nbsp;|&nbsp;<A HREF="#field_summary">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD>
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<!-- ======== START OF CLASS DATA ======== -->
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com.badlogic.gdx.graphics</FONT>
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Class Mesh</H2>
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<PRE>
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java.lang.Object
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  <IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.graphics.Mesh</B>
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</PRE>
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<DL>
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<DT><B>All Implemented Interfaces:</B> <DD><A HREF="../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></DD>
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</DL>
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<DL>
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<DT><PRE>public class <B>Mesh</B><DT>extends java.lang.Object<DT>implements <A HREF="../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></DL>
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</PRE>
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<P>
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<p>
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 A Mesh holds vertices composed of attributes specified by a <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttributes</CODE></A> instance. The vertices are held either in
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 VRAM in form of vertex buffer objects or in RAM in form of vertex arrays. The former variant is more performant and is prefered
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 over vertex arrays if hardware supports it.
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 </p>
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 <p>
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 Meshes are automatically managed. If the OpenGL context is lost all vertex buffer objects get invalidated and must be reloaded
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 when the context is recreated. This only happens on Android when a user switches to another application or receives an incoming
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 call. A managed Mesh will be reloaded automagically so you don't have to do this manually.
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 </p>
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 <p>
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 A Mesh consists of vertices and optionally indices which specify which vertices define a triangle. Each vertex is composed of
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 attributes such as position, normal, color or texture coordinate. Note that not all of this attributes must be given, except
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 for position which is non-optional. Each attribute has an alias which is used when rendering a Mesh in OpenGL ES 2.0. The alias
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 is used to bind a specific vertex attribute to a shader attribute. The shader source and the alias of the attribute must match
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 exactly for this to work. For OpenGL ES 1.x rendering this aliases are irrelevant.
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 </p>
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 <p>
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 Meshes can be used with either OpenGL ES 1.x or OpenGL ES 2.0.
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 </p>
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<P>
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<P>
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<DL>
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<DT><B>Author:</B></DT>
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  <DD>mzechner, Dave Clayton <contact@redskyforge.com></DD>
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</DL>
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<!-- ======== NESTED CLASS SUMMARY ======== -->
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<B>Nested Class Summary</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;class</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics">Mesh.VertexDataType</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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</TABLE>
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&nbsp;<!-- =========== FIELD SUMMARY =========== -->
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<A NAME="field_summary"><!-- --></A>
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Field Summary</B></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#forceVBO">forceVBO</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;used for benchmarking</TD>
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</TR>
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</TABLE>
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&nbsp;
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<A NAME="constructor_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Constructor Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh(boolean, int, int, com.badlogic.gdx.graphics.VertexAttribute...)">Mesh</A></B>(boolean&nbsp;isStatic,
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     int&nbsp;maxVertices,
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     int&nbsp;maxIndices,
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     <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A>...&nbsp;attributes)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a new Mesh with the given attributes.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh(boolean, int, int, com.badlogic.gdx.graphics.VertexAttributes)">Mesh</A></B>(boolean&nbsp;isStatic,
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     int&nbsp;maxVertices,
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     int&nbsp;maxIndices,
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     <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</A>&nbsp;attributes)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a new Mesh with the given attributes.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh(com.badlogic.gdx.graphics.Mesh.VertexDataType, boolean, int, int, com.badlogic.gdx.graphics.VertexAttribute...)">Mesh</A></B>(<A HREF="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics">Mesh.VertexDataType</A>&nbsp;type,
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     boolean&nbsp;isStatic,
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     int&nbsp;maxVertices,
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     int&nbsp;maxIndices,
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     <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A>...&nbsp;attributes)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a new Mesh with the given attributes.</TD>
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</TR>
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</TABLE>
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&nbsp;
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<!-- ========== METHOD SUMMARY =========== -->
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<A NAME="method_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Method Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#bind()">bind</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Binds the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexArray.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexArray</CODE></A>/<A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> and <A HREF="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>IndexBufferObject</CODE></A> if indices were given.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#bind(com.badlogic.gdx.graphics.glutils.ShaderProgram)">bind</A></B>(<A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</A>&nbsp;shader)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Binds the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> and <A HREF="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>IndexBufferObject</CODE></A> if indices where given.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateBoundingBox()">calculateBoundingBox</A></B>()</CODE>
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<BR>
258
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Calculates the <A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><CODE>BoundingBox</CODE></A> of the vertices contained in this mesh.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateBoundingBox(com.badlogic.gdx.math.collision.BoundingBox)">calculateBoundingBox</A></B>(<A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</A>&nbsp;bbox)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Calculates the <A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><CODE>BoundingBox</CODE></A> of the vertices contained in this mesh.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#clearAllMeshes(com.badlogic.gdx.Application)">clearAllMeshes</A></B>(<A HREF="../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</A>&nbsp;app)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Will clear the managed mesh cache.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#copy(boolean)">copy</A></B>(boolean&nbsp;isStatic)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Copies this mesh.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#copy(boolean, boolean, int[])">copy</A></B>(boolean&nbsp;isStatic,
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     boolean&nbsp;removeDuplicates,
289
     int[]&nbsp;usage)</CODE>
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<BR>
292
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Copies this mesh optionally removing duplicate vertices and/or reducing the amount of attributes.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;<A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#create(boolean, com.badlogic.gdx.graphics.Mesh[])">create</A></B>(boolean&nbsp;isStatic,
298
       <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>[]&nbsp;meshes)</CODE>
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300
<BR>
301
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Create a new Mesh that is a combination of the supplied meshes.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;<A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#create(boolean, com.badlogic.gdx.graphics.Mesh[], com.badlogic.gdx.math.Matrix4[])">create</A></B>(boolean&nbsp;isStatic,
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       <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>[]&nbsp;meshes,
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       <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>[]&nbsp;transformations)</CODE>
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<BR>
311
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Create a new Mesh that is a combination of the supplied meshes.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;<A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#create(boolean, com.badlogic.gdx.graphics.Mesh, com.badlogic.gdx.math.Matrix4[])">create</A></B>(boolean&nbsp;isStatic,
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       <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>&nbsp;base,
318
       <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>[]&nbsp;transformations)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Create a new Mesh that is a combination of transformations of the supplied base mesh.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
326
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#dispose()">dispose</A></B>()</CODE>
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<BR>
329
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Frees all resources associated with this Mesh</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndices(short[])">getIndices</A></B>(short[]&nbsp;indices)</CODE>
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336
<BR>
337
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Copies the indices from the Mesh to the short array.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndices(short[], int)">getIndices</A></B>(short[]&nbsp;indices,
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           int&nbsp;destOffset)</CODE>
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<BR>
346
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Copies the indices from the Mesh to the short array.</TD>
347
</TR>
348
<TR BGCOLOR="white" CLASS="TableRowColor">
349
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
350
<CODE>&nbsp;java.nio.ShortBuffer</CODE></FONT></TD>
351
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndicesBuffer()">getIndicesBuffer</A></B>()</CODE>
352
 
353
<BR>
354
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
355
</TR>
356
<TR BGCOLOR="white" CLASS="TableRowColor">
357
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
358
<CODE>static&nbsp;java.lang.String</CODE></FONT></TD>
359
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getManagedStatus()">getManagedStatus</A></B>()</CODE>
360
 
361
<BR>
362
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
363
</TR>
364
<TR BGCOLOR="white" CLASS="TableRowColor">
365
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
366
<CODE>&nbsp;int</CODE></FONT></TD>
367
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getMaxIndices()">getMaxIndices</A></B>()</CODE>
368
 
369
<BR>
370
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
371
</TR>
372
<TR BGCOLOR="white" CLASS="TableRowColor">
373
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
374
<CODE>&nbsp;int</CODE></FONT></TD>
375
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getMaxVertices()">getMaxVertices</A></B>()</CODE>
376
 
377
<BR>
378
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
379
</TR>
380
<TR BGCOLOR="white" CLASS="TableRowColor">
381
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
382
<CODE>&nbsp;int</CODE></FONT></TD>
383
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getNumIndices()">getNumIndices</A></B>()</CODE>
384
 
385
<BR>
386
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
387
</TR>
388
<TR BGCOLOR="white" CLASS="TableRowColor">
389
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
390
<CODE>&nbsp;int</CODE></FONT></TD>
391
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getNumVertices()">getNumVertices</A></B>()</CODE>
392
 
393
<BR>
394
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
395
</TR>
396
<TR BGCOLOR="white" CLASS="TableRowColor">
397
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
398
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A></CODE></FONT></TD>
399
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertexAttribute(int)">getVertexAttribute</A></B>(int&nbsp;usage)</CODE>
400
 
401
<BR>
402
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the first <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttribute</CODE></A> having the given <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.Usage.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttributes.Usage</CODE></A>.</TD>
403
</TR>
404
<TR BGCOLOR="white" CLASS="TableRowColor">
405
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
406
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</A></CODE></FONT></TD>
407
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertexAttributes()">getVertexAttributes</A></B>()</CODE>
408
 
409
<BR>
410
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
411
</TR>
412
<TR BGCOLOR="white" CLASS="TableRowColor">
413
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
414
<CODE>&nbsp;int</CODE></FONT></TD>
415
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertexSize()">getVertexSize</A></B>()</CODE>
416
 
417
<BR>
418
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
419
</TR>
420
<TR BGCOLOR="white" CLASS="TableRowColor">
421
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
422
<CODE>&nbsp;void</CODE></FONT></TD>
423
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices(float[])">getVertices</A></B>(float[]&nbsp;vertices)</CODE>
424
 
425
<BR>
426
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Copies the vertices from the Mesh to the float array.</TD>
427
</TR>
428
<TR BGCOLOR="white" CLASS="TableRowColor">
429
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
430
<CODE>&nbsp;void</CODE></FONT></TD>
431
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices(int, float[])">getVertices</A></B>(int&nbsp;srcOffset,
432
            float[]&nbsp;vertices)</CODE>
433
 
434
<BR>
435
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Copies the the remaining vertices from the Mesh to the float array.</TD>
436
</TR>
437
<TR BGCOLOR="white" CLASS="TableRowColor">
438
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
439
<CODE>&nbsp;void</CODE></FONT></TD>
440
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices(int, int, float[])">getVertices</A></B>(int&nbsp;srcOffset,
441
            int&nbsp;count,
442
            float[]&nbsp;vertices)</CODE>
443
 
444
<BR>
445
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Copies the specified vertices from the Mesh to the float array.</TD>
446
</TR>
447
<TR BGCOLOR="white" CLASS="TableRowColor">
448
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
449
<CODE>&nbsp;void</CODE></FONT></TD>
450
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices(int, int, float[], int)">getVertices</A></B>(int&nbsp;srcOffset,
451
            int&nbsp;count,
452
            float[]&nbsp;vertices,
453
            int&nbsp;destOffset)</CODE>
454
 
455
<BR>
456
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Copies the specified vertices from the Mesh to the float array.</TD>
457
</TR>
458
<TR BGCOLOR="white" CLASS="TableRowColor">
459
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
460
<CODE>&nbsp;java.nio.FloatBuffer</CODE></FONT></TD>
461
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVerticesBuffer()">getVerticesBuffer</A></B>()</CODE>
462
 
463
<BR>
464
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
465
</TR>
466
<TR BGCOLOR="white" CLASS="TableRowColor">
467
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
468
<CODE>static&nbsp;void</CODE></FONT></TD>
469
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#invalidateAllMeshes(com.badlogic.gdx.Application)">invalidateAllMeshes</A></B>(<A HREF="../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</A>&nbsp;app)</CODE>
470
 
471
<BR>
472
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Invalidates all meshes so the next time they are rendered new VBO handles are generated.</TD>
473
</TR>
474
<TR BGCOLOR="white" CLASS="TableRowColor">
475
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
476
<CODE>&nbsp;void</CODE></FONT></TD>
477
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#render(int)">render</A></B>(int&nbsp;primitiveType)</CODE>
478
 
479
<BR>
480
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
481
 Renders the mesh using the given primitive type.</TD>
482
</TR>
483
<TR BGCOLOR="white" CLASS="TableRowColor">
484
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
485
<CODE>&nbsp;void</CODE></FONT></TD>
486
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#render(int, int, int)">render</A></B>(int&nbsp;primitiveType,
487
       int&nbsp;offset,
488
       int&nbsp;count)</CODE>
489
 
490
<BR>
491
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
492
 Renders the mesh using the given primitive type.</TD>
493
</TR>
494
<TR BGCOLOR="white" CLASS="TableRowColor">
495
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
496
<CODE>&nbsp;void</CODE></FONT></TD>
497
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#render(com.badlogic.gdx.graphics.glutils.ShaderProgram, int)">render</A></B>(<A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</A>&nbsp;shader,
498
       int&nbsp;primitiveType)</CODE>
499
 
500
<BR>
501
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
502
 Renders the mesh using the given primitive type.</TD>
503
</TR>
504
<TR BGCOLOR="white" CLASS="TableRowColor">
505
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
506
<CODE>&nbsp;void</CODE></FONT></TD>
507
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#render(com.badlogic.gdx.graphics.glutils.ShaderProgram, int, int, int)">render</A></B>(<A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</A>&nbsp;shader,
508
       int&nbsp;primitiveType,
509
       int&nbsp;offset,
510
       int&nbsp;count)</CODE>
511
 
512
<BR>
513
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
514
 Renders the mesh using the given primitive type.</TD>
515
</TR>
516
<TR BGCOLOR="white" CLASS="TableRowColor">
517
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
518
<CODE>&nbsp;void</CODE></FONT></TD>
519
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#scale(float, float, float)">scale</A></B>(float&nbsp;scaleX,
520
      float&nbsp;scaleY,
521
      float&nbsp;scaleZ)</CODE>
522
 
523
<BR>
524
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Method to scale the positions in the mesh.</TD>
525
</TR>
526
<TR BGCOLOR="white" CLASS="TableRowColor">
527
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
528
<CODE>&nbsp;void</CODE></FONT></TD>
529
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setAutoBind(boolean)">setAutoBind</A></B>(boolean&nbsp;autoBind)</CODE>
530
 
531
<BR>
532
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets whether to bind the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexArray.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexArray</CODE></A> or <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> automatically on a call to one of the
533
 <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#render(int)"><CODE>render(int)</CODE></A> methods or not.</TD>
534
</TR>
535
<TR BGCOLOR="white" CLASS="TableRowColor">
536
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
537
<CODE>&nbsp;void</CODE></FONT></TD>
538
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setIndices(short[])">setIndices</A></B>(short[]&nbsp;indices)</CODE>
539
 
540
<BR>
541
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the indices of this Mesh</TD>
542
</TR>
543
<TR BGCOLOR="white" CLASS="TableRowColor">
544
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
545
<CODE>&nbsp;void</CODE></FONT></TD>
546
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setIndices(short[], int, int)">setIndices</A></B>(short[]&nbsp;indices,
547
           int&nbsp;offset,
548
           int&nbsp;count)</CODE>
549
 
550
<BR>
551
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the indices of this Mesh.</TD>
552
</TR>
553
<TR BGCOLOR="white" CLASS="TableRowColor">
554
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
555
<CODE>&nbsp;void</CODE></FONT></TD>
556
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setVertices(float[])">setVertices</A></B>(float[]&nbsp;vertices)</CODE>
557
 
558
<BR>
559
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the vertices of this Mesh.</TD>
560
</TR>
561
<TR BGCOLOR="white" CLASS="TableRowColor">
562
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
563
<CODE>&nbsp;void</CODE></FONT></TD>
564
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setVertices(float[], int, int)">setVertices</A></B>(float[]&nbsp;vertices,
565
            int&nbsp;offset,
566
            int&nbsp;count)</CODE>
567
 
568
<BR>
569
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the vertices of this Mesh.</TD>
570
</TR>
571
<TR BGCOLOR="white" CLASS="TableRowColor">
572
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
573
<CODE>&nbsp;void</CODE></FONT></TD>
574
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#transform(com.badlogic.gdx.math.Matrix4)">transform</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix)</CODE>
575
 
576
<BR>
577
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Method to transform the positions in the mesh.</TD>
578
</TR>
579
<TR BGCOLOR="white" CLASS="TableRowColor">
580
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
581
<CODE>static&nbsp;void</CODE></FONT></TD>
582
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#transform(com.badlogic.gdx.math.Matrix4, float[], int, int, int, int, int)">transform</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix,
583
          float[]&nbsp;vertices,
584
          int&nbsp;vertexSize,
585
          int&nbsp;offset,
586
          int&nbsp;dimensions,
587
          int&nbsp;start,
588
          int&nbsp;count)</CODE>
589
 
590
<BR>
591
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Method to transform the positions in the float array.</TD>
592
</TR>
593
<TR BGCOLOR="white" CLASS="TableRowColor">
594
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
595
<CODE>protected &nbsp;void</CODE></FONT></TD>
596
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#transform(com.badlogic.gdx.math.Matrix4, int, int)">transform</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix,
597
          int&nbsp;start,
598
          int&nbsp;count)</CODE>
599
 
600
<BR>
601
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
602
</TR>
603
<TR BGCOLOR="white" CLASS="TableRowColor">
604
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
605
<CODE>&nbsp;void</CODE></FONT></TD>
606
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#unbind()">unbind</A></B>()</CODE>
607
 
608
<BR>
609
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Unbinds the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexArray.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexArray</CODE></A>/<A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> and <A HREF="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>IndexBufferObject</CODE></A> is indices were given.</TD>
610
</TR>
611
<TR BGCOLOR="white" CLASS="TableRowColor">
612
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
613
<CODE>&nbsp;void</CODE></FONT></TD>
614
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#unbind(com.badlogic.gdx.graphics.glutils.ShaderProgram)">unbind</A></B>(<A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</A>&nbsp;shader)</CODE>
615
 
616
<BR>
617
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Unbinds the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> and <A HREF="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>IndexBufferObject</CODE></A> is indices were given.</TD>
618
</TR>
619
</TABLE>
620
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
621
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
622
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
623
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
624
</TR>
625
<TR BGCOLOR="white" CLASS="TableRowColor">
626
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
627
</TR>
628
</TABLE>
629
&nbsp;
630
<P>
631
 
632
<!-- ============ FIELD DETAIL =========== -->
633
 
634
<A NAME="field_detail"><!-- --></A>
635
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
636
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
637
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
638
<B>Field Detail</B></FONT></TH>
639
</TR>
640
</TABLE>
641
 
642
<A NAME="forceVBO"><!-- --></A><H3>
643
forceVBO</H3>
644
<PRE>
645
public static boolean <B>forceVBO</B></PRE>
646
<DL>
647
<DD>used for benchmarking
648
<P>
649
<DL>
650
</DL>
651
</DL>
652
 
653
<!-- ========= CONSTRUCTOR DETAIL ======== -->
654
 
655
<A NAME="constructor_detail"><!-- --></A>
656
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
657
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
658
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
659
<B>Constructor Detail</B></FONT></TH>
660
</TR>
661
</TABLE>
662
 
663
<A NAME="Mesh(boolean, int, int, com.badlogic.gdx.graphics.VertexAttribute...)"><!-- --></A><H3>
664
Mesh</H3>
665
<PRE>
666
public <B>Mesh</B>(boolean&nbsp;isStatic,
667
            int&nbsp;maxVertices,
668
            int&nbsp;maxIndices,
669
            <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A>...&nbsp;attributes)</PRE>
670
<DL>
671
<DD>Creates a new Mesh with the given attributes.
672
<P>
673
<DL>
674
<DT><B>Parameters:</B><DD><CODE>isStatic</CODE> - whether this mesh is static or not. Allows for internal optimizations.<DD><CODE>maxVertices</CODE> - the maximum number of vertices this mesh can hold<DD><CODE>maxIndices</CODE> - the maximum number of indices this mesh can hold<DD><CODE>attributes</CODE> - the <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttribute</CODE></A>s. Each vertex attribute defines one property of a vertex such as position,
675
           normal or texture coordinate</DL>
676
</DL>
677
<HR>
678
 
679
<A NAME="Mesh(boolean, int, int, com.badlogic.gdx.graphics.VertexAttributes)"><!-- --></A><H3>
680
Mesh</H3>
681
<PRE>
682
public <B>Mesh</B>(boolean&nbsp;isStatic,
683
            int&nbsp;maxVertices,
684
            int&nbsp;maxIndices,
685
            <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</A>&nbsp;attributes)</PRE>
686
<DL>
687
<DD>Creates a new Mesh with the given attributes.
688
<P>
689
<DL>
690
<DT><B>Parameters:</B><DD><CODE>isStatic</CODE> - whether this mesh is static or not. Allows for internal optimizations.<DD><CODE>maxVertices</CODE> - the maximum number of vertices this mesh can hold<DD><CODE>maxIndices</CODE> - the maximum number of indices this mesh can hold<DD><CODE>attributes</CODE> - the <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttributes</CODE></A>. Each vertex attribute defines one property of a vertex such as position,
691
           normal or texture coordinate</DL>
692
</DL>
693
<HR>
694
 
695
<A NAME="Mesh(com.badlogic.gdx.graphics.Mesh.VertexDataType, boolean, int, int, com.badlogic.gdx.graphics.VertexAttribute...)"><!-- --></A><H3>
696
Mesh</H3>
697
<PRE>
698
public <B>Mesh</B>(<A HREF="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics">Mesh.VertexDataType</A>&nbsp;type,
699
            boolean&nbsp;isStatic,
700
            int&nbsp;maxVertices,
701
            int&nbsp;maxIndices,
702
            <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A>...&nbsp;attributes)</PRE>
703
<DL>
704
<DD>Creates a new Mesh with the given attributes. This is an expert method with no error checking. Use at your own risk.
705
<P>
706
<DL>
707
<DT><B>Parameters:</B><DD><CODE>type</CODE> - the <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics"><CODE>Mesh.VertexDataType</CODE></A> to be used, VBO or VA.<DD><CODE>isStatic</CODE> - whether this mesh is static or not. Allows for internal optimizations.<DD><CODE>maxVertices</CODE> - the maximum number of vertices this mesh can hold<DD><CODE>maxIndices</CODE> - the maximum number of indices this mesh can hold<DD><CODE>attributes</CODE> - the <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttribute</CODE></A>s. Each vertex attribute defines one property of a vertex such as position,
708
           normal or texture coordinate</DL>
709
</DL>
710
 
711
<!-- ============ METHOD DETAIL ========== -->
712
 
713
<A NAME="method_detail"><!-- --></A>
714
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
715
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
716
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
717
<B>Method Detail</B></FONT></TH>
718
</TR>
719
</TABLE>
720
 
721
<A NAME="create(boolean, com.badlogic.gdx.graphics.Mesh, com.badlogic.gdx.math.Matrix4[])"><!-- --></A><H3>
722
create</H3>
723
<PRE>
724
public static <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A> <B>create</B>(boolean&nbsp;isStatic,
725
                          <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>&nbsp;base,
726
                          <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>[]&nbsp;transformations)</PRE>
727
<DL>
728
<DD>Create a new Mesh that is a combination of transformations of the supplied base mesh.
729
 Not all primitive types, like line strip and triangle strip, can be combined.
730
<P>
731
<DD><DL>
732
</DL>
733
</DD>
734
<DD><DL>
735
<DT><B>Parameters:</B><DD><CODE>isStatic</CODE> - whether this mesh is static or not. Allows for internal optimizations.<DD><CODE>transformations</CODE> - the transformations to apply to the meshes
736
<DT><B>Returns:</B><DD>the combined mesh</DL>
737
</DD>
738
</DL>
739
<HR>
740
 
741
<A NAME="create(boolean, com.badlogic.gdx.graphics.Mesh[])"><!-- --></A><H3>
742
create</H3>
743
<PRE>
744
public static <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A> <B>create</B>(boolean&nbsp;isStatic,
745
                          <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>[]&nbsp;meshes)</PRE>
746
<DL>
747
<DD>Create a new Mesh that is a combination of the supplied meshes. The meshes must have the same VertexAttributes signature.
748
 Not all primitive types, like line strip and triangle strip, can be combined.
749
<P>
750
<DD><DL>
751
</DL>
752
</DD>
753
<DD><DL>
754
<DT><B>Parameters:</B><DD><CODE>isStatic</CODE> - whether this mesh is static or not. Allows for internal optimizations.<DD><CODE>meshes</CODE> - the meshes to combine
755
<DT><B>Returns:</B><DD>the combined mesh</DL>
756
</DD>
757
</DL>
758
<HR>
759
 
760
<A NAME="create(boolean, com.badlogic.gdx.graphics.Mesh[], com.badlogic.gdx.math.Matrix4[])"><!-- --></A><H3>
761
create</H3>
762
<PRE>
763
public static <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A> <B>create</B>(boolean&nbsp;isStatic,
764
                          <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>[]&nbsp;meshes,
765
                          <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>[]&nbsp;transformations)</PRE>
766
<DL>
767
<DD>Create a new Mesh that is a combination of the supplied meshes. The meshes must have the same VertexAttributes signature.
768
 If transformations is supplied, it must have the same length as meshes.
769
 Not all primitive types, like line strip and triangle strip, can be combined.
770
<P>
771
<DD><DL>
772
</DL>
773
</DD>
774
<DD><DL>
775
<DT><B>Parameters:</B><DD><CODE>isStatic</CODE> - whether this mesh is static or not. Allows for internal optimizations.<DD><CODE>meshes</CODE> - the meshes to combine<DD><CODE>transformations</CODE> - the transformations to apply to the meshes
776
<DT><B>Returns:</B><DD>the combined mesh</DL>
777
</DD>
778
</DL>
779
<HR>
780
 
781
<A NAME="setVertices(float[])"><!-- --></A><H3>
782
setVertices</H3>
783
<PRE>
784
public void <B>setVertices</B>(float[]&nbsp;vertices)</PRE>
785
<DL>
786
<DD>Sets the vertices of this Mesh. The attributes are assumed to be given in float format. If this mesh is configured to use
787
 fixed point an IllegalArgumentException will be thrown.
788
<P>
789
<DD><DL>
790
</DL>
791
</DD>
792
<DD><DL>
793
<DT><B>Parameters:</B><DD><CODE>vertices</CODE> - the vertices.</DL>
794
</DD>
795
</DL>
796
<HR>
797
 
798
<A NAME="setVertices(float[], int, int)"><!-- --></A><H3>
799
setVertices</H3>
800
<PRE>
801
public void <B>setVertices</B>(float[]&nbsp;vertices,
802
                        int&nbsp;offset,
803
                        int&nbsp;count)</PRE>
804
<DL>
805
<DD>Sets the vertices of this Mesh. The attributes are assumed to be given in float format. If this mesh is configured to use
806
 fixed point an IllegalArgumentException will be thrown.
807
<P>
808
<DD><DL>
809
</DL>
810
</DD>
811
<DD><DL>
812
<DT><B>Parameters:</B><DD><CODE>vertices</CODE> - the vertices.<DD><CODE>offset</CODE> - the offset into the vertices array<DD><CODE>count</CODE> - the number of floats to use</DL>
813
</DD>
814
</DL>
815
<HR>
816
 
817
<A NAME="getVertices(float[])"><!-- --></A><H3>
818
getVertices</H3>
819
<PRE>
820
public void <B>getVertices</B>(float[]&nbsp;vertices)</PRE>
821
<DL>
822
<DD>Copies the vertices from the Mesh to the float array. The float array must be large enough to hold all the Mesh's vertices.
823
<P>
824
<DD><DL>
825
</DL>
826
</DD>
827
<DD><DL>
828
<DT><B>Parameters:</B><DD><CODE>vertices</CODE> - the array to copy the vertices to</DL>
829
</DD>
830
</DL>
831
<HR>
832
 
833
<A NAME="getVertices(int, float[])"><!-- --></A><H3>
834
getVertices</H3>
835
<PRE>
836
public void <B>getVertices</B>(int&nbsp;srcOffset,
837
                        float[]&nbsp;vertices)</PRE>
838
<DL>
839
<DD>Copies the the remaining vertices from the Mesh to the float array. The float array must be large enough to hold the remaining vertices.
840
<P>
841
<DD><DL>
842
</DL>
843
</DD>
844
<DD><DL>
845
<DT><B>Parameters:</B><DD><CODE>srcOffset</CODE> - the offset (in number of floats) of the vertices in the mesh to copy<DD><CODE>vertices</CODE> - the array to copy the vertices to</DL>
846
</DD>
847
</DL>
848
<HR>
849
 
850
<A NAME="getVertices(int, int, float[])"><!-- --></A><H3>
851
getVertices</H3>
852
<PRE>
853
public void <B>getVertices</B>(int&nbsp;srcOffset,
854
                        int&nbsp;count,
855
                        float[]&nbsp;vertices)</PRE>
856
<DL>
857
<DD>Copies the specified vertices from the Mesh to the float array. The float array must be large enough to hold count vertices.
858
<P>
859
<DD><DL>
860
</DL>
861
</DD>
862
<DD><DL>
863
<DT><B>Parameters:</B><DD><CODE>srcOffset</CODE> - the offset (in number of floats) of the vertices in the mesh to copy<DD><CODE>count</CODE> - the amount of floats to copy<DD><CODE>vertices</CODE> - the array to copy the vertices to</DL>
864
</DD>
865
</DL>
866
<HR>
867
 
868
<A NAME="getVertices(int, int, float[], int)"><!-- --></A><H3>
869
getVertices</H3>
870
<PRE>
871
public void <B>getVertices</B>(int&nbsp;srcOffset,
872
                        int&nbsp;count,
873
                        float[]&nbsp;vertices,
874
                        int&nbsp;destOffset)</PRE>
875
<DL>
876
<DD>Copies the specified vertices from the Mesh to the float array. The float array must be large enough to hold destOffset+count vertices.
877
<P>
878
<DD><DL>
879
</DL>
880
</DD>
881
<DD><DL>
882
<DT><B>Parameters:</B><DD><CODE>srcOffset</CODE> - the offset (in number of floats) of the vertices in the mesh to copy<DD><CODE>count</CODE> - the amount of floats to copy<DD><CODE>vertices</CODE> - the array to copy the vertices to<DD><CODE>destOffset</CODE> - the offset (in floats) in the vertices array to start copying</DL>
883
</DD>
884
</DL>
885
<HR>
886
 
887
<A NAME="setIndices(short[])"><!-- --></A><H3>
888
setIndices</H3>
889
<PRE>
890
public void <B>setIndices</B>(short[]&nbsp;indices)</PRE>
891
<DL>
892
<DD>Sets the indices of this Mesh
893
<P>
894
<DD><DL>
895
</DL>
896
</DD>
897
<DD><DL>
898
<DT><B>Parameters:</B><DD><CODE>indices</CODE> - the indices</DL>
899
</DD>
900
</DL>
901
<HR>
902
 
903
<A NAME="setIndices(short[], int, int)"><!-- --></A><H3>
904
setIndices</H3>
905
<PRE>
906
public void <B>setIndices</B>(short[]&nbsp;indices,
907
                       int&nbsp;offset,
908
                       int&nbsp;count)</PRE>
909
<DL>
910
<DD>Sets the indices of this Mesh.
911
<P>
912
<DD><DL>
913
</DL>
914
</DD>
915
<DD><DL>
916
<DT><B>Parameters:</B><DD><CODE>indices</CODE> - the indices<DD><CODE>offset</CODE> - the offset into the indices array<DD><CODE>count</CODE> - the number of indices to copy</DL>
917
</DD>
918
</DL>
919
<HR>
920
 
921
<A NAME="getIndices(short[])"><!-- --></A><H3>
922
getIndices</H3>
923
<PRE>
924
public void <B>getIndices</B>(short[]&nbsp;indices)</PRE>
925
<DL>
926
<DD>Copies the indices from the Mesh to the short array. The short array must be large enough to hold all the Mesh's indices.
927
<P>
928
<DD><DL>
929
</DL>
930
</DD>
931
<DD><DL>
932
<DT><B>Parameters:</B><DD><CODE>indices</CODE> - the array to copy the indices to</DL>
933
</DD>
934
</DL>
935
<HR>
936
 
937
<A NAME="getIndices(short[], int)"><!-- --></A><H3>
938
getIndices</H3>
939
<PRE>
940
public void <B>getIndices</B>(short[]&nbsp;indices,
941
                       int&nbsp;destOffset)</PRE>
942
<DL>
943
<DD>Copies the indices from the Mesh to the short array. The short array must be large enough to hold destOffset + all the Mesh's indices.
944
<P>
945
<DD><DL>
946
</DL>
947
</DD>
948
<DD><DL>
949
<DT><B>Parameters:</B><DD><CODE>indices</CODE> - the array to copy the indices to<DD><CODE>destOffset</CODE> - the offset in the indices array to start copying</DL>
950
</DD>
951
</DL>
952
<HR>
953
 
954
<A NAME="getNumIndices()"><!-- --></A><H3>
955
getNumIndices</H3>
956
<PRE>
957
public int <B>getNumIndices</B>()</PRE>
958
<DL>
959
<DD><DL>
960
</DL>
961
</DD>
962
<DD><DL>
963
 
964
<DT><B>Returns:</B><DD>the number of defined indices</DL>
965
</DD>
966
</DL>
967
<HR>
968
 
969
<A NAME="getNumVertices()"><!-- --></A><H3>
970
getNumVertices</H3>
971
<PRE>
972
public int <B>getNumVertices</B>()</PRE>
973
<DL>
974
<DD><DL>
975
</DL>
976
</DD>
977
<DD><DL>
978
 
979
<DT><B>Returns:</B><DD>the number of defined vertices</DL>
980
</DD>
981
</DL>
982
<HR>
983
 
984
<A NAME="getMaxVertices()"><!-- --></A><H3>
985
getMaxVertices</H3>
986
<PRE>
987
public int <B>getMaxVertices</B>()</PRE>
988
<DL>
989
<DD><DL>
990
</DL>
991
</DD>
992
<DD><DL>
993
 
994
<DT><B>Returns:</B><DD>the maximum number of vertices this mesh can hold</DL>
995
</DD>
996
</DL>
997
<HR>
998
 
999
<A NAME="getMaxIndices()"><!-- --></A><H3>
1000
getMaxIndices</H3>
1001
<PRE>
1002
public int <B>getMaxIndices</B>()</PRE>
1003
<DL>
1004
<DD><DL>
1005
</DL>
1006
</DD>
1007
<DD><DL>
1008
 
1009
<DT><B>Returns:</B><DD>the maximum number of indices this mesh can hold</DL>
1010
</DD>
1011
</DL>
1012
<HR>
1013
 
1014
<A NAME="getVertexSize()"><!-- --></A><H3>
1015
getVertexSize</H3>
1016
<PRE>
1017
public int <B>getVertexSize</B>()</PRE>
1018
<DL>
1019
<DD><DL>
1020
</DL>
1021
</DD>
1022
<DD><DL>
1023
 
1024
<DT><B>Returns:</B><DD>the size of a single vertex in bytes</DL>
1025
</DD>
1026
</DL>
1027
<HR>
1028
 
1029
<A NAME="setAutoBind(boolean)"><!-- --></A><H3>
1030
setAutoBind</H3>
1031
<PRE>
1032
public void <B>setAutoBind</B>(boolean&nbsp;autoBind)</PRE>
1033
<DL>
1034
<DD>Sets whether to bind the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexArray.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexArray</CODE></A> or <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> automatically on a call to one of the
1035
 <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#render(int)"><CODE>render(int)</CODE></A> methods or not. Usually you want to use autobind. Manual binding is an expert functionality. There is a
1036
 driver bug on the MSM720xa chips that will fuck up memory if you manipulate the vertices and indices of a Mesh multiple
1037
 times while it is bound. Keep this in mind.
1038
<P>
1039
<DD><DL>
1040
</DL>
1041
</DD>
1042
<DD><DL>
1043
<DT><B>Parameters:</B><DD><CODE>autoBind</CODE> - whether to autobind meshes.</DL>
1044
</DD>
1045
</DL>
1046
<HR>
1047
 
1048
<A NAME="bind()"><!-- --></A><H3>
1049
bind</H3>
1050
<PRE>
1051
public void <B>bind</B>()</PRE>
1052
<DL>
1053
<DD>Binds the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexArray.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexArray</CODE></A>/<A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> and <A HREF="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>IndexBufferObject</CODE></A> if indices were given. Use
1054
 this with OpenGL ES 1.x and when auto-bind is disabled.
1055
<P>
1056
<DD><DL>
1057
</DL>
1058
</DD>
1059
<DD><DL>
1060
</DL>
1061
</DD>
1062
</DL>
1063
<HR>
1064
 
1065
<A NAME="unbind()"><!-- --></A><H3>
1066
unbind</H3>
1067
<PRE>
1068
public void <B>unbind</B>()</PRE>
1069
<DL>
1070
<DD>Unbinds the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexArray.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexArray</CODE></A>/<A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> and <A HREF="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>IndexBufferObject</CODE></A> is indices were given.
1071
 Use this with OpenGL ES 1.x and when auto-bind is disabled.
1072
<P>
1073
<DD><DL>
1074
</DL>
1075
</DD>
1076
<DD><DL>
1077
</DL>
1078
</DD>
1079
</DL>
1080
<HR>
1081
 
1082
<A NAME="bind(com.badlogic.gdx.graphics.glutils.ShaderProgram)"><!-- --></A><H3>
1083
bind</H3>
1084
<PRE>
1085
public void <B>bind</B>(<A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</A>&nbsp;shader)</PRE>
1086
<DL>
1087
<DD>Binds the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> and <A HREF="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>IndexBufferObject</CODE></A> if indices where given. Use this with OpenGL
1088
 ES 2.0 and when auto-bind is disabled.
1089
<P>
1090
<DD><DL>
1091
</DL>
1092
</DD>
1093
<DD><DL>
1094
<DT><B>Parameters:</B><DD><CODE>shader</CODE> - the shader (does not bind the shader)</DL>
1095
</DD>
1096
</DL>
1097
<HR>
1098
 
1099
<A NAME="unbind(com.badlogic.gdx.graphics.glutils.ShaderProgram)"><!-- --></A><H3>
1100
unbind</H3>
1101
<PRE>
1102
public void <B>unbind</B>(<A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</A>&nbsp;shader)</PRE>
1103
<DL>
1104
<DD>Unbinds the underlying <A HREF="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>VertexBufferObject</CODE></A> and <A HREF="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><CODE>IndexBufferObject</CODE></A> is indices were given. Use this with OpenGL
1105
 ES 1.x and when auto-bind is disabled.
1106
<P>
1107
<DD><DL>
1108
</DL>
1109
</DD>
1110
<DD><DL>
1111
<DT><B>Parameters:</B><DD><CODE>shader</CODE> - the shader (does not unbind the shader)</DL>
1112
</DD>
1113
</DL>
1114
<HR>
1115
 
1116
<A NAME="render(int)"><!-- --></A><H3>
1117
render</H3>
1118
<PRE>
1119
public void <B>render</B>(int&nbsp;primitiveType)</PRE>
1120
<DL>
1121
<DD><p>
1122
 Renders the mesh using the given primitive type. If indices are set for this mesh then getNumIndices() / #vertices per
1123
 primitive primitives are rendered. If no indices are set then getNumVertices() / #vertices per primitive are rendered.
1124
 </p>
1125
 
1126
 <p>
1127
 This method is intended for use with OpenGL ES 1.x and will throw an IllegalStateException when OpenGL ES 2.0 is used.
1128
 </p>
1129
<P>
1130
<DD><DL>
1131
</DL>
1132
</DD>
1133
<DD><DL>
1134
<DT><B>Parameters:</B><DD><CODE>primitiveType</CODE> - the primitive type</DL>
1135
</DD>
1136
</DL>
1137
<HR>
1138
 
1139
<A NAME="render(int, int, int)"><!-- --></A><H3>
1140
render</H3>
1141
<PRE>
1142
public void <B>render</B>(int&nbsp;primitiveType,
1143
                   int&nbsp;offset,
1144
                   int&nbsp;count)</PRE>
1145
<DL>
1146
<DD><p>
1147
 Renders the mesh using the given primitive type. offset specifies the offset into vertex buffer and is ignored for the index
1148
 buffer. Count specifies the number of vertices or indices to use thus count / #vertices per primitive primitives are
1149
 rendered.
1150
 </p>
1151
 
1152
 <p>
1153
 This method is intended for use with OpenGL ES 1.x and will throw an IllegalStateException when OpenGL ES 2.0 is used.
1154
 </p>
1155
<P>
1156
<DD><DL>
1157
</DL>
1158
</DD>
1159
<DD><DL>
1160
<DT><B>Parameters:</B><DD><CODE>primitiveType</CODE> - the primitive type<DD><CODE>offset</CODE> - the offset into the vertex buffer, ignored for indexed rendering<DD><CODE>count</CODE> - number of vertices or indices to use</DL>
1161
</DD>
1162
</DL>
1163
<HR>
1164
 
1165
<A NAME="render(com.badlogic.gdx.graphics.glutils.ShaderProgram, int)"><!-- --></A><H3>
1166
render</H3>
1167
<PRE>
1168
public void <B>render</B>(<A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</A>&nbsp;shader,
1169
                   int&nbsp;primitiveType)</PRE>
1170
<DL>
1171
<DD><p>
1172
 Renders the mesh using the given primitive type. If indices are set for this mesh then getNumIndices() / #vertices per
1173
 primitive primitives are rendered. If no indices are set then getNumVertices() / #vertices per primitive are rendered.
1174
 </p>
1175
 
1176
 <p>
1177
 This method will automatically bind each vertex attribute as specified at construction time via <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttributes</CODE></A> to
1178
 the respective shader attributes. The binding is based on the alias defined for each VertexAttribute.
1179
 </p>
1180
 
1181
 <p>
1182
 This method must only be called after the <A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html#begin()"><CODE>ShaderProgram.begin()</CODE></A> method has been called!
1183
 </p>
1184
 
1185
 <p>
1186
 This method is intended for use with OpenGL ES 2.0 and will throw an IllegalStateException when OpenGL ES 1.x is used.
1187
 </p>
1188
<P>
1189
<DD><DL>
1190
</DL>
1191
</DD>
1192
<DD><DL>
1193
<DT><B>Parameters:</B><DD><CODE>primitiveType</CODE> - the primitive type</DL>
1194
</DD>
1195
</DL>
1196
<HR>
1197
 
1198
<A NAME="render(com.badlogic.gdx.graphics.glutils.ShaderProgram, int, int, int)"><!-- --></A><H3>
1199
render</H3>
1200
<PRE>
1201
public void <B>render</B>(<A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</A>&nbsp;shader,
1202
                   int&nbsp;primitiveType,
1203
                   int&nbsp;offset,
1204
                   int&nbsp;count)</PRE>
1205
<DL>
1206
<DD><p>
1207
 Renders the mesh using the given primitive type. offset specifies the offset into either the vertex buffer or the index
1208
 buffer depending on whether indices are defined. count specifies the number of vertices or indices to use thus count /
1209
 #vertices per primitive primitives are rendered.
1210
 </p>
1211
 
1212
 <p>
1213
 This method will automatically bind each vertex attribute as specified at construction time via <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttributes</CODE></A> to
1214
 the respective shader attributes. The binding is based on the alias defined for each VertexAttribute.
1215
 </p>
1216
 
1217
 <p>
1218
 This method must only be called after the <A HREF="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html#begin()"><CODE>ShaderProgram.begin()</CODE></A> method has been called!
1219
 </p>
1220
 
1221
 <p>
1222
 This method is intended for use with OpenGL ES 2.0 and will throw an IllegalStateException when OpenGL ES 1.x is used.
1223
 </p>
1224
<P>
1225
<DD><DL>
1226
</DL>
1227
</DD>
1228
<DD><DL>
1229
<DT><B>Parameters:</B><DD><CODE>shader</CODE> - the shader to be used<DD><CODE>primitiveType</CODE> - the primitive type<DD><CODE>offset</CODE> - the offset into the vertex or index buffer<DD><CODE>count</CODE> - number of vertices or indices to use</DL>
1230
</DD>
1231
</DL>
1232
<HR>
1233
 
1234
<A NAME="dispose()"><!-- --></A><H3>
1235
dispose</H3>
1236
<PRE>
1237
public void <B>dispose</B>()</PRE>
1238
<DL>
1239
<DD>Frees all resources associated with this Mesh
1240
<P>
1241
<DD><DL>
1242
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">dispose</A></CODE> in interface <CODE><A HREF="../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></CODE></DL>
1243
</DD>
1244
<DD><DL>
1245
</DL>
1246
</DD>
1247
</DL>
1248
<HR>
1249
 
1250
<A NAME="getVertexAttribute(int)"><!-- --></A><H3>
1251
getVertexAttribute</H3>
1252
<PRE>
1253
public <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A> <B>getVertexAttribute</B>(int&nbsp;usage)</PRE>
1254
<DL>
1255
<DD>Returns the first <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttribute</CODE></A> having the given <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.Usage.html" title="class in com.badlogic.gdx.graphics"><CODE>VertexAttributes.Usage</CODE></A>.
1256
<P>
1257
<DD><DL>
1258
</DL>
1259
</DD>
1260
<DD><DL>
1261
<DT><B>Parameters:</B><DD><CODE>usage</CODE> - the Usage.
1262
<DT><B>Returns:</B><DD>the VertexAttribute or null if no attribute with that usage was found.</DL>
1263
</DD>
1264
</DL>
1265
<HR>
1266
 
1267
<A NAME="getVertexAttributes()"><!-- --></A><H3>
1268
getVertexAttributes</H3>
1269
<PRE>
1270
public <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</A> <B>getVertexAttributes</B>()</PRE>
1271
<DL>
1272
<DD><DL>
1273
</DL>
1274
</DD>
1275
<DD><DL>
1276
 
1277
<DT><B>Returns:</B><DD>the vertex attributes of this Mesh</DL>
1278
</DD>
1279
</DL>
1280
<HR>
1281
 
1282
<A NAME="getVerticesBuffer()"><!-- --></A><H3>
1283
getVerticesBuffer</H3>
1284
<PRE>
1285
public java.nio.FloatBuffer <B>getVerticesBuffer</B>()</PRE>
1286
<DL>
1287
<DD><DL>
1288
</DL>
1289
</DD>
1290
<DD><DL>
1291
 
1292
<DT><B>Returns:</B><DD>the backing FloatBuffer holding the vertices. Does not have to be a direct buffer on Android!</DL>
1293
</DD>
1294
</DL>
1295
<HR>
1296
 
1297
<A NAME="calculateBoundingBox()"><!-- --></A><H3>
1298
calculateBoundingBox</H3>
1299
<PRE>
1300
public <A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</A> <B>calculateBoundingBox</B>()</PRE>
1301
<DL>
1302
<DD>Calculates the <A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><CODE>BoundingBox</CODE></A> of the vertices contained in this mesh. In case no vertices are defined yet a
1303
 <A HREF="../../../../com/badlogic/gdx/utils/GdxRuntimeException.html" title="class in com.badlogic.gdx.utils"><CODE>GdxRuntimeException</CODE></A> is thrown. This method creates a new BoundingBox instance.
1304
<P>
1305
<DD><DL>
1306
</DL>
1307
</DD>
1308
<DD><DL>
1309
 
1310
<DT><B>Returns:</B><DD>the bounding box.</DL>
1311
</DD>
1312
</DL>
1313
<HR>
1314
 
1315
<A NAME="calculateBoundingBox(com.badlogic.gdx.math.collision.BoundingBox)"><!-- --></A><H3>
1316
calculateBoundingBox</H3>
1317
<PRE>
1318
public void <B>calculateBoundingBox</B>(<A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</A>&nbsp;bbox)</PRE>
1319
<DL>
1320
<DD>Calculates the <A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><CODE>BoundingBox</CODE></A> of the vertices contained in this mesh. In case no vertices are defined yet a
1321
 <A HREF="../../../../com/badlogic/gdx/utils/GdxRuntimeException.html" title="class in com.badlogic.gdx.utils"><CODE>GdxRuntimeException</CODE></A> is thrown.
1322
<P>
1323
<DD><DL>
1324
</DL>
1325
</DD>
1326
<DD><DL>
1327
<DT><B>Parameters:</B><DD><CODE>bbox</CODE> - the bounding box to store the result in.</DL>
1328
</DD>
1329
</DL>
1330
<HR>
1331
 
1332
<A NAME="getIndicesBuffer()"><!-- --></A><H3>
1333
getIndicesBuffer</H3>
1334
<PRE>
1335
public java.nio.ShortBuffer <B>getIndicesBuffer</B>()</PRE>
1336
<DL>
1337
<DD><DL>
1338
</DL>
1339
</DD>
1340
<DD><DL>
1341
 
1342
<DT><B>Returns:</B><DD>the backing shortbuffer holding the indices. Does not have to be a direct buffer on Android!</DL>
1343
</DD>
1344
</DL>
1345
<HR>
1346
 
1347
<A NAME="invalidateAllMeshes(com.badlogic.gdx.Application)"><!-- --></A><H3>
1348
invalidateAllMeshes</H3>
1349
<PRE>
1350
public static void <B>invalidateAllMeshes</B>(<A HREF="../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</A>&nbsp;app)</PRE>
1351
<DL>
1352
<DD>Invalidates all meshes so the next time they are rendered new VBO handles are generated.
1353
<P>
1354
<DD><DL>
1355
</DL>
1356
</DD>
1357
<DD><DL>
1358
<DT><B>Parameters:</B><DD><CODE>app</CODE> - </DL>
1359
</DD>
1360
</DL>
1361
<HR>
1362
 
1363
<A NAME="clearAllMeshes(com.badlogic.gdx.Application)"><!-- --></A><H3>
1364
clearAllMeshes</H3>
1365
<PRE>
1366
public static void <B>clearAllMeshes</B>(<A HREF="../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</A>&nbsp;app)</PRE>
1367
<DL>
1368
<DD>Will clear the managed mesh cache. I wouldn't use this if i was you :)
1369
<P>
1370
<DD><DL>
1371
</DL>
1372
</DD>
1373
<DD><DL>
1374
</DL>
1375
</DD>
1376
</DL>
1377
<HR>
1378
 
1379
<A NAME="getManagedStatus()"><!-- --></A><H3>
1380
getManagedStatus</H3>
1381
<PRE>
1382
public static java.lang.String <B>getManagedStatus</B>()</PRE>
1383
<DL>
1384
<DD><DL>
1385
</DL>
1386
</DD>
1387
<DD><DL>
1388
</DL>
1389
</DD>
1390
</DL>
1391
<HR>
1392
 
1393
<A NAME="scale(float, float, float)"><!-- --></A><H3>
1394
scale</H3>
1395
<PRE>
1396
public void <B>scale</B>(float&nbsp;scaleX,
1397
                  float&nbsp;scaleY,
1398
                  float&nbsp;scaleZ)</PRE>
1399
<DL>
1400
<DD>Method to scale the positions in the mesh. Normals will be kept as is. This is a potentially slow operation, use with care.
1401
 It will also create a temporary float[] which will be garbage collected.
1402
<P>
1403
<DD><DL>
1404
</DL>
1405
</DD>
1406
<DD><DL>
1407
<DT><B>Parameters:</B><DD><CODE>scaleX</CODE> - scale on x<DD><CODE>scaleY</CODE> - scale on y<DD><CODE>scaleZ</CODE> - scale on z</DL>
1408
</DD>
1409
</DL>
1410
<HR>
1411
 
1412
<A NAME="transform(com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
1413
transform</H3>
1414
<PRE>
1415
public void <B>transform</B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix)</PRE>
1416
<DL>
1417
<DD>Method to transform the positions in the mesh. Normals will be kept as is. This is a potentially slow operation, use with care.
1418
 It will also create a temporary float[] which will be garbage collected.
1419
<P>
1420
<DD><DL>
1421
</DL>
1422
</DD>
1423
<DD><DL>
1424
<DT><B>Parameters:</B><DD><CODE>matrix</CODE> - the transformation matrix</DL>
1425
</DD>
1426
</DL>
1427
<HR>
1428
 
1429
<A NAME="transform(com.badlogic.gdx.math.Matrix4, int, int)"><!-- --></A><H3>
1430
transform</H3>
1431
<PRE>
1432
protected void <B>transform</B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix,
1433
                         int&nbsp;start,
1434
                         int&nbsp;count)</PRE>
1435
<DL>
1436
<DD><DL>
1437
</DL>
1438
</DD>
1439
<DD><DL>
1440
</DL>
1441
</DD>
1442
</DL>
1443
<HR>
1444
 
1445
<A NAME="transform(com.badlogic.gdx.math.Matrix4, float[], int, int, int, int, int)"><!-- --></A><H3>
1446
transform</H3>
1447
<PRE>
1448
public static void <B>transform</B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;matrix,
1449
                             float[]&nbsp;vertices,
1450
                             int&nbsp;vertexSize,
1451
                             int&nbsp;offset,
1452
                             int&nbsp;dimensions,
1453
                             int&nbsp;start,
1454
                             int&nbsp;count)</PRE>
1455
<DL>
1456
<DD>Method to transform the positions in the float array. Normals will be kept as is. This is a potentially slow operation, use with care.
1457
<P>
1458
<DD><DL>
1459
</DL>
1460
</DD>
1461
<DD><DL>
1462
<DT><B>Parameters:</B><DD><CODE>matrix</CODE> - the transformation matrix<DD><CODE>vertices</CODE> - the float array<DD><CODE>vertexSize</CODE> - the number of floats in each vertex<DD><CODE>offset</CODE> - the offset within a vertex to the position<DD><CODE>dimensions</CODE> - the size of the position<DD><CODE>start</CODE> - the vertex to start with<DD><CODE>count</CODE> - the amount of vertices to transform</DL>
1463
</DD>
1464
</DL>
1465
<HR>
1466
 
1467
<A NAME="copy(boolean, boolean, int[])"><!-- --></A><H3>
1468
copy</H3>
1469
<PRE>
1470
public <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A> <B>copy</B>(boolean&nbsp;isStatic,
1471
                 boolean&nbsp;removeDuplicates,
1472
                 int[]&nbsp;usage)</PRE>
1473
<DL>
1474
<DD>Copies this mesh optionally removing duplicate vertices and/or reducing the amount of attributes.
1475
<P>
1476
<DD><DL>
1477
</DL>
1478
</DD>
1479
<DD><DL>
1480
<DT><B>Parameters:</B><DD><CODE>isStatic</CODE> - whether the new mesh is static or not. Allows for internal optimizations.<DD><CODE>removeDuplicates</CODE> - whether to remove duplicate vertices if possible. Only the vertices specified by usage are checked.<DD><CODE>usage</CODE> - which attributes (if available) to copy
1481
<DT><B>Returns:</B><DD>the copy of this mesh</DL>
1482
</DD>
1483
</DL>
1484
<HR>
1485
 
1486
<A NAME="copy(boolean)"><!-- --></A><H3>
1487
copy</H3>
1488
<PRE>
1489
public <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A> <B>copy</B>(boolean&nbsp;isStatic)</PRE>
1490
<DL>
1491
<DD>Copies this mesh.
1492
<P>
1493
<DD><DL>
1494
</DL>
1495
</DD>
1496
<DD><DL>
1497
<DT><B>Parameters:</B><DD><CODE>isStatic</CODE> - whether the new mesh is static or not. Allows for internal optimizations.
1498
<DT><B>Returns:</B><DD>the copy of this mesh</DL>
1499
</DD>
1500
</DL>
1501
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1502
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1503
 
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1532
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1533
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1535
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1564
                                Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)
1565
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1566
 
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1568
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