| Modifier and Type | Method and Description |
|---|---|
| public void | |
| public void | |
| public Buffer | |
| public int | |
| public int | |
| public int | |
| public int | |
| public int | getIndex()
The index of the predefined array index, see list below, or -1 in case of a shader attribute array. |
| public int | |
| public String | |
| public boolean | |
| public int | |
| public int | |
| public int | |
| public long | |
| public int | |
| public int | Returns: 0 if not a GPU buffer, otherwiseGL2ES2#GL_STREAM_DRAW, GL#GL_STATIC_DRAW or GL#GL_DYNAMIC_DRAWThe VBO usage or 0 if not a VBO |
| public boolean | isVBO()
Determines whether the data is server side (VBO) and enabled, or a client side array (false). |
| public boolean | isVertexAttribute()
Returns true if this data set is intended for a GLSL vertex shader attribute, otherwise false, ie intended for fixed function vertex pointer |
| public int | |
| public int | Returns: ≥0 denotes a valid attribute location as found and used in the given shader program. <0 denotes an invalid location, i.e. not found or used in the given shader program.Retrieves the location of the shader attribute from the linked shader program. |
| public int | Returns: the given locationBinds the location of the shader attribute to the given location for the unlinked shader program. |
| public void | |
| public String |
| associate | back to summary |
|---|---|
| public void associate(Object obj, boolean enable) Implementation and type dependent object association.
One currently known use case is to associate a
| |
| destroy | back to summary |
|---|---|
| public void destroy(GL gl) | |
| getBuffer | back to summary |
|---|---|
| public Buffer getBuffer() The Buffer holding the data, may be null if a GPU buffer without client bound data | |
| getComponentCount | back to summary |
|---|---|
| public int getComponentCount() The number of components per element | |
| getComponentSizeInBytes | back to summary |
|---|---|
| public int getComponentSizeInBytes() The component's size in bytes | |
| getComponentType | back to summary |
|---|---|
| public int getComponentType() The component's GL data type, ie. GL_FLOAT | |
| getElementCount | back to summary |
|---|---|
| public int getElementCount() The current number of used elements.
On element consist out of | |
| getIndex | back to summary |
|---|---|
| public int getIndex() The index of the predefined array index, see list below, or -1 in case of a shader attribute array. | |
| getLocation | back to summary |
|---|---|
| public int getLocation() Returns the shader attribute location for this name, -1 if not yet determined | |
| getName | back to summary |
|---|---|
| public String getName() The name of the reflecting shader array attribute. | |
| getNormalized | back to summary |
|---|---|
| public boolean getNormalized() True, if GL shall normalize fixed point data while converting them into float.
Default behavior (of the fixed function pipeline) is | |
| getSizeInBytes | back to summary |
|---|---|
| public int getSizeInBytes() The currently used size in bytes. | |
| getStride | back to summary |
|---|---|
public int getStride()
| |
| getVBOName | back to summary |
|---|---|
| public int getVBOName() The VBO name or 0 if not a VBO | |
| getVBOOffset | back to summary |
|---|---|
| public long getVBOOffset() The VBO buffer offset or 0 if not a VBO | |
| getVBOTarget | back to summary |
|---|---|
| public int getVBOTarget() The VBO target or 0 if not a VBO
| |
| getVBOUsage | back to summary |
|---|---|
| public int getVBOUsage() The VBO usage or 0 if not a VBO
| |
| isVBO | back to summary |
|---|---|
| public boolean isVBO() Determines whether the data is server side (VBO) and enabled, or a client side array (false). | |
| isVertexAttribute | back to summary |
|---|---|
| public boolean isVertexAttribute() Returns true if this data set is intended for a GLSL vertex shader attribute, otherwise false, ie intended for fixed function vertex pointer | |
| setLocation | back to summary |
|---|---|
| public int setLocation(int v) Sets the given location of the shader attribute
| |
| setLocation | back to summary |
|---|---|
| public int setLocation(GL2ES2 gl, int program) Retrieves the location of the shader attribute from the linked shader program. No validation is performed within the implementation.
| |
| setLocation | back to summary |
|---|---|
| public int setLocation(GL2ES2 gl, int program, int location) Binds the location of the shader attribute to the given location for the unlinked shader program. No validation is performed within the implementation.
| |
| setName | back to summary |
|---|---|
| public void setName(String newName) Set a new name for this array. This clears the location, i.e. sets it to -1.
| |
| toString | back to summary |
|---|---|
public String toString()
| |