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| 5 | <!-- Generated by javadoc (build 1.6.0_26) on Sun Jan 27 20:37:09 CET 2013 --> |
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| 7 | Mesh (libgdx API) |
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| 10 | <META NAME="date" CONTENT="2013-01-27"> |
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| 17 | if (location.href.indexOf('is-external=true') == -1) { |
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| 18 | parent.document.title="Mesh (libgdx API)"; |
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| 40 | <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../../../overview-summary.html"><FONT CLASS="NavBarFont1"><B>Overview</B></FONT></A> </TD> |
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| 41 | <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="package-summary.html"><FONT CLASS="NavBarFont1"><B>Package</B></FONT></A> </TD> |
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| 42 | <TD BGCOLOR="#FFFFFF" CLASS="NavBarCell1Rev"> <FONT CLASS="NavBarFont1Rev"><B>Class</B></FONT> </TD> |
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| 43 | <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="class-use/Mesh.html"><FONT CLASS="NavBarFont1"><B>Use</B></FONT></A> </TD> |
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| 50 | </TD> |
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| 51 | <TD ALIGN="right" VALIGN="top" ROWSPAN=3><EM> |
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| 52 | |||
| 53 | libgdx API |
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| 54 | <style> |
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| 55 | body, td, th { font-family:Helvetica, Tahoma, Arial, sans-serif; font-size:10pt } |
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| 56 | pre, code, tt { font-size:9pt; font-family:Lucida Console, Courier New, sans-serif } |
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| 57 | h1, h2, h3, .FrameTitleFont, .FrameHeadingFont, .TableHeadingColor font { font-size:105%; font-weight:bold } |
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| 58 | .TableHeadingColor { background:#EEEEFF; } |
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| 59 | a { text-decoration:none } |
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| 60 | a:hover { text-decoration:underline } |
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| 61 | a:link, a:visited { color:blue } |
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| 62 | table { border:0px } |
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| 63 | .TableRowColor td:first-child { border-left:1px solid black } |
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| 65 | hr { border:0px; border-bottom:1px solid #333366; } |
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| 66 | </style> |
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| 71 | <TR> |
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| 72 | <TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2"> |
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| 73 | <A HREF="../../../../com/badlogic/gdx/graphics/GLU.html" title="interface in com.badlogic.gdx.graphics"><B>PREV CLASS</B></A> |
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| 74 | <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics"><B>NEXT CLASS</B></A></FONT></TD> |
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| 76 | <A HREF="../../../../index.html?com/badlogic/gdx/graphics/Mesh.html" target="_top"><B>FRAMES</B></A> |
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| 77 | <A HREF="Mesh.html" target="_top"><B>NO FRAMES</B></A> |
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| 80 | if(window==top) { |
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| 81 | document.writeln('<A HREF="../../../../allclasses-noframe.html"><B>All Classes</B></A>'); |
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| 82 | } |
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| 83 | //--> |
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| 84 | </SCRIPT> |
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| 86 | <A HREF="../../../../allclasses-noframe.html"><B>All Classes</B></A> |
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| 90 | </FONT></TD> |
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| 91 | </TR> |
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| 92 | <TR> |
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| 93 | <TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2"> |
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| 94 | SUMMARY: <A HREF="#nested_class_summary">NESTED</A> | <A HREF="#field_summary">FIELD</A> | <A HREF="#constructor_summary">CONSTR</A> | <A HREF="#method_summary">METHOD</A></FONT></TD> |
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| 95 | <TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2"> |
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| 96 | DETAIL: <A HREF="#field_detail">FIELD</A> | <A HREF="#constructor_detail">CONSTR</A> | <A HREF="#method_detail">METHOD</A></FONT></TD> |
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| 97 | </TR> |
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| 98 | </TABLE> |
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| 99 | <A NAME="skip-navbar_top"></A> |
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| 100 | <!-- ========= END OF TOP NAVBAR ========= --> |
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| 101 | |||
| 102 | <HR> |
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| 103 | <!-- ======== START OF CLASS DATA ======== --> |
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| 104 | <H2> |
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| 105 | <FONT SIZE="-1"> |
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| 106 | com.badlogic.gdx.graphics</FONT> |
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| 107 | <BR> |
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| 108 | Class Mesh</H2> |
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| 109 | <PRE> |
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| 110 | java.lang.Object |
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| 111 | <IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.graphics.Mesh</B> |
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| 112 | </PRE> |
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| 113 | <DL> |
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| 114 | <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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| 115 | </DL> |
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| 116 | <HR> |
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| 117 | <DL> |
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| 118 | <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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| 119 | </PRE> |
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| 120 | |||
| 121 | <P> |
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| 122 | <p> |
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| 123 | 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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| 124 | 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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| 125 | over vertex arrays if hardware supports it. |
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| 126 | </p> |
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| 127 | |||
| 128 | <p> |
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| 129 | Meshes are automatically managed. If the OpenGL context is lost all vertex buffer objects get invalidated and must be reloaded |
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| 130 | 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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| 131 | call. A managed Mesh will be reloaded automagically so you don't have to do this manually. |
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| 132 | </p> |
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| 133 | |||
| 134 | <p> |
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| 135 | A Mesh consists of vertices and optionally indices which specify which vertices define a triangle. Each vertex is composed of |
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| 136 | attributes such as position, normal, color or texture coordinate. Note that not all of this attributes must be given, except |
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| 137 | 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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| 138 | 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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| 139 | exactly for this to work. For OpenGL ES 1.x rendering this aliases are irrelevant. |
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| 140 | </p> |
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| 141 | |||
| 142 | <p> |
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| 143 | Meshes can be used with either OpenGL ES 1.x or OpenGL ES 2.0. |
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| 144 | </p> |
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| 145 | <P> |
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| 146 | |||
| 147 | <P> |
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| 148 | <DL> |
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| 149 | <DT><B>Author:</B></DT> |
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| 150 | <DD>mzechner, Dave Clayton <contact@redskyforge.com></DD> |
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| 151 | </DL> |
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| 152 | <HR> |
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| 153 | |||
| 154 | <P> |
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| 155 | <!-- ======== NESTED CLASS SUMMARY ======== --> |
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| 156 | |||
| 157 | <A NAME="nested_class_summary"><!-- --></A> |
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| 158 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 159 | <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
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| 160 | <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> |
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| 161 | <B>Nested Class Summary</B></FONT></TH> |
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| 162 | </TR> |
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| 163 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 164 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 165 | <CODE>static class</CODE></FONT></TD> |
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| 166 | <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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| 167 | |||
| 168 | <BR> |
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| 169 | </TD> |
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| 170 | </TR> |
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| 171 | </TABLE> |
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| 172 | <!-- =========== FIELD SUMMARY =========== --> |
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| 173 | |||
| 174 | <A NAME="field_summary"><!-- --></A> |
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| 175 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 176 | <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
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| 177 | <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> |
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| 178 | <B>Field Summary</B></FONT></TH> |
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| 179 | </TR> |
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| 180 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 181 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 182 | <CODE>static boolean</CODE></FONT></TD> |
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| 183 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#forceVBO">forceVBO</A></B></CODE> |
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| 184 | |||
| 185 | <BR> |
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| 186 | used for benchmarking</TD> |
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| 187 | </TR> |
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| 188 | </TABLE> |
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| 189 | |
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| 190 | <!-- ======== CONSTRUCTOR SUMMARY ======== --> |
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| 191 | |||
| 192 | <A NAME="constructor_summary"><!-- --></A> |
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| 193 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 194 | <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
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| 195 | <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> |
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| 196 | <B>Constructor Summary</B></FONT></TH> |
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| 197 | </TR> |
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| 198 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 199 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh(boolean, int, int, com.badlogic.gdx.graphics.VertexAttribute...)">Mesh</A></B>(boolean isStatic, |
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| 200 | int maxVertices, |
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| 201 | int maxIndices, |
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| 202 | <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A>... attributes)</CODE> |
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| 203 | |||
| 204 | <BR> |
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| 205 | Creates a new Mesh with the given attributes.</TD> |
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| 206 | </TR> |
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| 207 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 208 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh(boolean, int, int, com.badlogic.gdx.graphics.VertexAttributes)">Mesh</A></B>(boolean isStatic, |
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| 209 | int maxVertices, |
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| 210 | int maxIndices, |
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| 211 | <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</A> attributes)</CODE> |
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| 212 | |||
| 213 | <BR> |
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| 214 | Creates a new Mesh with the given attributes.</TD> |
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| 215 | </TR> |
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| 216 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 217 | <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> type, |
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| 218 | boolean isStatic, |
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| 219 | int maxVertices, |
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| 220 | int maxIndices, |
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| 221 | <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A>... attributes)</CODE> |
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| 222 | |||
| 223 | <BR> |
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| 224 | Creates a new Mesh with the given attributes.</TD> |
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| 225 | </TR> |
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| 226 | </TABLE> |
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| 227 | |
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| 228 | <!-- ========== METHOD SUMMARY =========== --> |
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| 229 | |||
| 230 | <A NAME="method_summary"><!-- --></A> |
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| 231 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 232 | <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
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| 233 | <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> |
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| 234 | <B>Method Summary</B></FONT></TH> |
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| 235 | </TR> |
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| 236 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 237 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 238 | <CODE> void</CODE></FONT></TD> |
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| 239 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#bind()">bind</A></B>()</CODE> |
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| 240 | |||
| 241 | <BR> |
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| 242 | 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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| 243 | </TR> |
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| 244 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 245 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 246 | <CODE> void</CODE></FONT></TD> |
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| 247 | <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> shader)</CODE> |
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| 248 | |||
| 249 | <BR> |
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| 250 | 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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| 251 | </TR> |
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| 252 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 253 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 254 | <CODE> <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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| 255 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateBoundingBox()">calculateBoundingBox</A></B>()</CODE> |
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| 256 | |||
| 257 | <BR> |
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| 258 | 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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| 259 | </TR> |
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| 260 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 261 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 262 | <CODE> void</CODE></FONT></TD> |
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| 263 | <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> bbox)</CODE> |
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| 264 | |||
| 265 | <BR> |
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| 266 | 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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| 267 | </TR> |
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| 268 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 269 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 270 | <CODE>static void</CODE></FONT></TD> |
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| 271 | <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> app)</CODE> |
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| 272 | |||
| 273 | <BR> |
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| 274 | Will clear the managed mesh cache.</TD> |
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| 275 | </TR> |
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| 276 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 277 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 278 | <CODE> <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD> |
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| 279 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#copy(boolean)">copy</A></B>(boolean isStatic)</CODE> |
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| 280 | |||
| 281 | <BR> |
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| 282 | Copies this mesh.</TD> |
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| 283 | </TR> |
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| 284 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 285 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 286 | <CODE> <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD> |
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| 287 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#copy(boolean, boolean, int[])">copy</A></B>(boolean isStatic, |
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| 288 | boolean removeDuplicates, |
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| 289 | int[] usage)</CODE> |
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| 290 | |||
| 291 | <BR> |
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| 292 | Copies this mesh optionally removing duplicate vertices and/or reducing the amount of attributes.</TD> |
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| 293 | </TR> |
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| 294 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 295 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 296 | <CODE>static <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD> |
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| 297 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#create(boolean, com.badlogic.gdx.graphics.Mesh[])">create</A></B>(boolean isStatic, |
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| 298 | <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>[] meshes)</CODE> |
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| 299 | |||
| 300 | <BR> |
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| 301 | Create a new Mesh that is a combination of the supplied meshes.</TD> |
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| 302 | </TR> |
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| 303 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 304 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 305 | <CODE>static <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD> |
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| 306 | <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 isStatic, |
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| 307 | <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>[] meshes, |
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| 308 | <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>[] transformations)</CODE> |
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| 309 | |||
| 310 | <BR> |
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| 311 | Create a new Mesh that is a combination of the supplied meshes.</TD> |
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| 312 | </TR> |
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| 313 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 314 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 315 | <CODE>static <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A></CODE></FONT></TD> |
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| 316 | <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 isStatic, |
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| 317 | <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A> base, |
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| 318 | <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>[] transformations)</CODE> |
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| 319 | |||
| 320 | <BR> |
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| 321 | Create a new Mesh that is a combination of transformations of the supplied base mesh.</TD> |
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| 322 | </TR> |
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| 323 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 324 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 325 | <CODE> void</CODE></FONT></TD> |
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| 326 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#dispose()">dispose</A></B>()</CODE> |
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| 327 | |||
| 328 | <BR> |
||
| 329 | Frees all resources associated with this Mesh</TD> |
||
| 330 | </TR> |
||
| 331 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 332 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 333 | <CODE> void</CODE></FONT></TD> |
||
| 334 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndices(short[])">getIndices</A></B>(short[] indices)</CODE> |
||
| 335 | |||
| 336 | <BR> |
||
| 337 | Copies the indices from the Mesh to the short array.</TD> |
||
| 338 | </TR> |
||
| 339 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 340 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 341 | <CODE> void</CODE></FONT></TD> |
||
| 342 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndices(short[], int)">getIndices</A></B>(short[] indices, |
||
| 343 | int destOffset)</CODE> |
||
| 344 | |||
| 345 | <BR> |
||
| 346 | 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> 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 | </TD> |
||
| 355 | </TR> |
||
| 356 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 357 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 358 | <CODE>static 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 | </TD> |
||
| 363 | </TR> |
||
| 364 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 365 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 366 | <CODE> 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 | </TD> |
||
| 371 | </TR> |
||
| 372 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 373 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 374 | <CODE> 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 | </TD> |
||
| 379 | </TR> |
||
| 380 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 381 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 382 | <CODE> 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 | </TD> |
||
| 387 | </TR> |
||
| 388 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 389 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 390 | <CODE> 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 | </TD> |
||
| 395 | </TR> |
||
| 396 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 397 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 398 | <CODE> <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 usage)</CODE> |
||
| 400 | |||
| 401 | <BR> |
||
| 402 | 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> <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 | </TD> |
||
| 411 | </TR> |
||
| 412 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 413 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 414 | <CODE> 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 | </TD> |
||
| 419 | </TR> |
||
| 420 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 421 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 422 | <CODE> void</CODE></FONT></TD> |
||
| 423 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices(float[])">getVertices</A></B>(float[] vertices)</CODE> |
||
| 424 | |||
| 425 | <BR> |
||
| 426 | 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> void</CODE></FONT></TD> |
||
| 431 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices(int, float[])">getVertices</A></B>(int srcOffset, |
||
| 432 | float[] vertices)</CODE> |
||
| 433 | |||
| 434 | <BR> |
||
| 435 | 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> void</CODE></FONT></TD> |
||
| 440 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices(int, int, float[])">getVertices</A></B>(int srcOffset, |
||
| 441 | int count, |
||
| 442 | float[] vertices)</CODE> |
||
| 443 | |||
| 444 | <BR> |
||
| 445 | 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> 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 srcOffset, |
||
| 451 | int count, |
||
| 452 | float[] vertices, |
||
| 453 | int destOffset)</CODE> |
||
| 454 | |||
| 455 | <BR> |
||
| 456 | 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> 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 | </TD> |
||
| 465 | </TR> |
||
| 466 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 467 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 468 | <CODE>static 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> app)</CODE> |
||
| 470 | |||
| 471 | <BR> |
||
| 472 | 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> void</CODE></FONT></TD> |
||
| 477 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#render(int)">render</A></B>(int primitiveType)</CODE> |
||
| 478 | |||
| 479 | <BR> |
||
| 480 | |
||
| 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> void</CODE></FONT></TD> |
||
| 486 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#render(int, int, int)">render</A></B>(int primitiveType, |
||
| 487 | int offset, |
||
| 488 | int count)</CODE> |
||
| 489 | |||
| 490 | <BR> |
||
| 491 | |
||
| 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> 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> shader, |
||
| 498 | int primitiveType)</CODE> |
||
| 499 | |||
| 500 | <BR> |
||
| 501 | |
||
| 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> 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> shader, |
||
| 508 | int primitiveType, |
||
| 509 | int offset, |
||
| 510 | int count)</CODE> |
||
| 511 | |||
| 512 | <BR> |
||
| 513 | |
||
| 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> void</CODE></FONT></TD> |
||
| 519 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#scale(float, float, float)">scale</A></B>(float scaleX, |
||
| 520 | float scaleY, |
||
| 521 | float scaleZ)</CODE> |
||
| 522 | |||
| 523 | <BR> |
||
| 524 | 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> void</CODE></FONT></TD> |
||
| 529 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setAutoBind(boolean)">setAutoBind</A></B>(boolean autoBind)</CODE> |
||
| 530 | |||
| 531 | <BR> |
||
| 532 | 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> void</CODE></FONT></TD> |
||
| 538 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setIndices(short[])">setIndices</A></B>(short[] indices)</CODE> |
||
| 539 | |||
| 540 | <BR> |
||
| 541 | 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> void</CODE></FONT></TD> |
||
| 546 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setIndices(short[], int, int)">setIndices</A></B>(short[] indices, |
||
| 547 | int offset, |
||
| 548 | int count)</CODE> |
||
| 549 | |||
| 550 | <BR> |
||
| 551 | 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> void</CODE></FONT></TD> |
||
| 556 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setVertices(float[])">setVertices</A></B>(float[] vertices)</CODE> |
||
| 557 | |||
| 558 | <BR> |
||
| 559 | 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> void</CODE></FONT></TD> |
||
| 564 | <TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html#setVertices(float[], int, int)">setVertices</A></B>(float[] vertices, |
||
| 565 | int offset, |
||
| 566 | int count)</CODE> |
||
| 567 | |||
| 568 | <BR> |
||
| 569 | 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> 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> matrix)</CODE> |
||
| 575 | |||
| 576 | <BR> |
||
| 577 | 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 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> matrix, |
||
| 583 | float[] vertices, |
||
| 584 | int vertexSize, |
||
| 585 | int offset, |
||
| 586 | int dimensions, |
||
| 587 | int start, |
||
| 588 | int count)</CODE> |
||
| 589 | |||
| 590 | <BR> |
||
| 591 | 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 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> matrix, |
||
| 597 | int start, |
||
| 598 | int count)</CODE> |
||
| 599 | |||
| 600 | <BR> |
||
| 601 | </TD> |
||
| 602 | </TR> |
||
| 603 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
||
| 604 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
||
| 605 | <CODE> 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 | 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> 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> shader)</CODE> |
||
| 615 | |||
| 616 | <BR> |
||
| 617 | 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 | <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 | |
||
| 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 isStatic, |
||
| 667 | int maxVertices, |
||
| 668 | int maxIndices, |
||
| 669 | <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A>... 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 isStatic, |
||
| 683 | int maxVertices, |
||
| 684 | int maxIndices, |
||
| 685 | <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</A> 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> type, |
||
| 699 | boolean isStatic, |
||
| 700 | int maxVertices, |
||
| 701 | int maxIndices, |
||
| 702 | <A HREF="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</A>... 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 isStatic, |
||
| 725 | <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A> base, |
||
| 726 | <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>[] 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 isStatic, |
||
| 745 | <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>[] 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 isStatic, |
||
| 764 | <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A>[] meshes, |
||
| 765 | <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>[] 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[] 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[] vertices, |
||
| 802 | int offset, |
||
| 803 | int 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[] 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 srcOffset, |
||
| 837 | float[] 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 srcOffset, |
||
| 854 | int count, |
||
| 855 | float[] 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 srcOffset, |
||
| 872 | int count, |
||
| 873 | float[] vertices, |
||
| 874 | int 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[] 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[] indices, |
||
| 907 | int offset, |
||
| 908 | int 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[] 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[] indices, |
||
| 941 | int 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 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> 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> 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 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 primitiveType, |
||
| 1143 | int offset, |
||
| 1144 | int 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> shader, |
||
| 1169 | int 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> shader, |
||
| 1202 | int primitiveType, |
||
| 1203 | int offset, |
||
| 1204 | int 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 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> 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> 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> 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 scaleX, |
||
| 1397 | float scaleY, |
||
| 1398 | float 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> 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> matrix, |
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| 1433 | int start, |
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| 1434 | int count)</PRE> |
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| 1435 | <DL> |
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| 1436 | <DD><DL> |
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| 1437 | </DL> |
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| 1438 | </DD> |
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| 1439 | <DD><DL> |
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| 1440 | </DL> |
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| 1441 | </DD> |
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| 1442 | </DL> |
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| 1443 | <HR> |
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| 1444 | |||
| 1445 | <A NAME="transform(com.badlogic.gdx.math.Matrix4, float[], int, int, int, int, int)"><!-- --></A><H3> |
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| 1446 | transform</H3> |
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| 1447 | <PRE> |
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| 1448 | public static void <B>transform</B>(<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> matrix, |
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| 1449 | float[] vertices, |
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| 1450 | int vertexSize, |
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| 1451 | int offset, |
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| 1452 | int dimensions, |
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| 1453 | int start, |
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| 1454 | int count)</PRE> |
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| 1455 | <DL> |
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| 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. |
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| 1457 | <P> |
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| 1458 | <DD><DL> |
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| 1459 | </DL> |
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| 1460 | </DD> |
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| 1461 | <DD><DL> |
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| 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> |
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| 1463 | </DD> |
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| 1464 | </DL> |
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| 1465 | <HR> |
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| 1466 | |||
| 1467 | <A NAME="copy(boolean, boolean, int[])"><!-- --></A><H3> |
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| 1468 | copy</H3> |
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| 1469 | <PRE> |
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| 1470 | public <A HREF="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</A> <B>copy</B>(boolean isStatic, |
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| 1471 | boolean removeDuplicates, |
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| 1472 | int[] usage)</PRE> |
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| 1473 | <DL> |
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| 1474 | <DD>Copies this mesh optionally removing duplicate vertices and/or reducing the amount of attributes. |
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| 1475 | <P> |
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| 1476 | <DD><DL> |
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| 1477 | </DL> |
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| 1478 | </DD> |
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| 1479 | <DD><DL> |
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| 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 |
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| 1481 | <DT><B>Returns:</B><DD>the copy of this mesh</DL> |
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| 1482 | </DD> |
||
| 1483 | </DL> |
||
| 1484 | <HR> |
||
| 1485 | |||
| 1486 | <A NAME="copy(boolean)"><!-- --></A><H3> |
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| 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 isStatic)</PRE> |
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| 1490 | <DL> |
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| 1491 | <DD>Copies this mesh. |
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| 1492 | <P> |
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| 1493 | <DD><DL> |
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| 1494 | </DL> |
||
| 1495 | </DD> |
||
| 1496 | <DD><DL> |
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| 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> |
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| 1499 | </DD> |
||
| 1500 | </DL> |
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| 1564 | Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com) |
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