@Override
 public void release() {
   GLES20.glDeleteBuffers(vbo.length, vbo, 0);
   GLES20.glDeleteBuffers(ibo.length, ibo, 0);
   //		vbo[0] = 0;
   //		for (int i = 0; i < 3; i++) {
   //			ibo[i] = 0;
   //		}
 }
Example #2
0
 public void dispose() {
   loaded = false;
   int[] vboIDs = {vertexBufferID, indexBufferID};
   GLES20.glDeleteBuffers(2, vboIDs, 0);
   vertexBufferID = 0;
   indexBufferID = 0;
   //        material.dispose();
 }
Example #3
0
 public void setResource(int id) {
   loaded = false;
   int[] vboIDs = {vertexBufferID, indexBufferID};
   GLES20.glDeleteBuffers(2, vboIDs, 0);
   vertexBufferID = 0;
   indexBufferID = 0;
   boolean b = loadModel(id);
   if (vertices != null && indices != null && b) {
     bindBuffers();
     loaded = true;
   } else loaded = false;
 }
Example #4
0
  private void loadVBO() {
    GLES20.glGenBuffers(1, VBO, 0);
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, VBO[0]);
    // GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER,((totalPoints*3)*4 +
    // (totalPoints*3)*4),null,GLES20.GL_STATIC_DRAW);
    GLES20.glBufferData(
        GLES20.GL_ARRAY_BUFFER, sizeBuffer, buffer.position(0), GLES20.GL_STATIC_DRAW);

    if (GLES20.glGetError() == GLES20.GL_OUT_OF_MEMORY) {
      GLES20.glDeleteBuffers(1, VBO, 0);
      Log.e(TAG, "No memory!!");
      buffer.limit(0);
      buffer = null;
      System.gc();
      // Toast.makeText(Global.getContext(),"No Memory!!",Toast.LENGTH_LONG).show();
      System.exit(1);
    }
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
  }
Example #5
0
 public void update() {
   if (buffer != null) {
     buffer.limit(0);
     buffer = null;
   }
   initSomePoints();
   mMediumPointThread = new MediumPoint();
   mMediumPointThread.start();
   if (problemBufferInterleaved) {
     vertexBuffer.limit(0);
     vertexBuffer = null;
     colorBuffer.limit(0);
     colorBuffer = null;
     separateBuffers();
     loadVBO2();
   } else {
     GLES20.glDeleteBuffers(VBO.length, VBO, 0);
     VBO = new int[1];
     loadVBO();
   }
   enable();
 }
Example #6
0
  // Deleta o antigo VBO e carrega 2 VBO separados. Um para o buffer de vertices e o outro para
  // o buffer de cor.
  // Esse metodo so e chamado caso tenha ocorrido GL_INVALID_OPERATION na chamada do comando
  // glDrawArrays no metodo draw().
  private void loadVBO2() {
    if (problemBufferInterleaved) {
      GLES20.glDeleteBuffers(VBO.length, VBO, 0);
      VBO = new int[2];
      GLES20.glGenBuffers(2, VBO, 0);
      GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, VBO[0]);
      GLES20.glBufferData(
          GLES20.GL_ARRAY_BUFFER,
          vertexBuffer.array().length,
          vertexBuffer.position(0),
          GLES20.GL_STATIC_DRAW);

      GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, VBO[1]);
      GLES20.glBufferData(
          GLES20.GL_ARRAY_BUFFER,
          colorBuffer.array().length,
          colorBuffer.position(0),
          GLES20.GL_STATIC_DRAW);
      GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
      buffer.limit(0);
      buffer = null;
    }
  }
Example #7
0
 @Override
 public void glDeleteBuffers(int n, IntBuffer buffers) {
   GLES20.glDeleteBuffers(n, buffers);
 }
Example #8
0
 @Override
 public void glDeleteBuffers(int n, int[] buffers, int offset) {
   GLES20.glDeleteBuffers(n, buffers, offset);
 }
 @Override
 public void glDeleteBuffers(GL11 gl, int n, int[] buffers, int offset) {
   GLES20.glDeleteBuffers(n, buffers, offset);
   GLES20Canvas.checkError();
 }