private boolean initVertexArray(GL4 gl4) { gl4.glGenVertexArrays(1, vertexArrayName, 0); gl4.glBindVertexArray(vertexArrayName[0]); { gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName[Buffer.F64.ordinal()]); gl4.glVertexAttribLPointer(Semantic.Attr.POSITION, 3, GL_DOUBLE, 3 * Double.BYTES, 0); gl4.glBindBuffer(GL_ARRAY_BUFFER, 0); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); } gl4.glBindVertexArray(0); return checkError(gl4, "initVertexArray"); }
private boolean initVertexArray(GL4 gl4) { boolean validated = true; gl4.glGenVertexArrays(1, vertexArrayName); gl4.glBindVertexArray(vertexArrayName.get(0)); { gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 2 * Vec2.SIZE, 0); gl4.glVertexAttribPointer( Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, 2 * Vec2.SIZE, Vec2.SIZE); gl4.glBindBuffer(GL_ARRAY_BUFFER, 0); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); } gl4.glBindVertexArray(0); return validated; }