@Override protected void update(double time) { glClear(GL_COLOR_BUFFER_BIT); program.activate(); // Bind to the VAO that has all the information about the vertices glBindVertexArray(vaoId); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); // Bind to the index VBO that has all the information about the order of the vertices glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboiId); // Draw the vertices glDrawElements(GL_TRIANGLES, indicesCount, GL_UNSIGNED_BYTE, 0); // Put everything back to default (deselect) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glBindVertexArray(0); Program.deactivate(); }
@Override protected void dispose() { program.destroy(); Program.deactivate(); }
private void setupShaders() { program = new Program(); program.attach(new PassThruVertexShader()); program.attach(new PassThruFragmentShader()); program.arm(); }