Graphics Programs Reference
In-Depth Information
Missile missile = missileIterator.next();
vertexIterator++;
missilesVFA[vertexIterator] =
missile.getDestinationPositionX();
vertexIterator++;
missilesVFA[vertexIterator] =
missile.getDestinationPositionY();
vertexIterator++;
missilesVFA[vertexIterator] =
missile.getDestinationPositionZ();
indexIterator++;
missilesISA[indexIterator] = indexIterator;
}
ByteBuffer missilesVBB =
ByteBuffer.allocateDirect(missilesVFA.length * 4);
missilesVBB.order(ByteOrder.nativeOrder());
_missilesVFB = missilesVBB.asFloatBuffer();
_missilesVFB.put(missilesVFA);
_missilesVFB.position(0);
ByteBuffer missilesIBB =
ByteBuffer.allocateDirect(missilesISA.length * 2);
missilesIBB.order(ByteOrder.nativeOrder());
_missilesISB = missilesIBB.asShortBuffer();
_missilesISB.put(missilesISA);
_missilesISB.position(0);
GLES20.glGenBuffers(2, _missilesBuffers, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER,
_missilesBuffers[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER,
missilesVFA.length * 4, _missilesVFB,
GLES20.GL_DYNAMIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER,
_missilesBuffers[1]);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER,
missilesISA.length * 2, _missilesISB,
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