public void draw(GL3 gl, ShaderProgram program) { vbo.bind(gl); program.linkAttribs(gl, vbo.getAttribs()); gl.glDrawArrays(GL3.GL_POINTS, 0, numParticles); }
@Override public void display(GLAutoDrawable glad) { System.out.println("display"); GL3 gl3 = glad.getGL().getGL3(); gl3.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); gl3.glClear(GL3.GL_COLOR_BUFFER_BIT); programObject.bind(gl3); { programObject.setUniform(gl3, "offset", new float[] {0.5f, 0.5f}, 2); gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertexBufferObject[0]); gl3.glEnableVertexAttribArray(0); gl3.glEnableVertexAttribArray(1); { gl3.glVertexAttribPointer(0, 4, GL3.GL_FLOAT, false, 0, 0); gl3.glVertexAttribPointer(1, 4, GL3.GL_FLOAT, false, 0, 36 * 4 * 4); gl3.glDrawArrays(GL3.GL_TRIANGLES, 0, 36); } gl3.glDisableVertexAttribArray(0); gl3.glDisableVertexAttribArray(1); } programObject.unbind(gl3); glad.swapBuffers(); }