Modifier and Type | Method and Description |
---|---|
void |
Mesh.bind(ShaderProgram shader)
Binds the underlying
VertexBufferObject and IndexBufferObject if indices where given. |
void |
Mesh.bind(ShaderProgram shader,
int[] locations)
Binds the underlying
VertexBufferObject and IndexBufferObject if indices where given. |
void |
Mesh.render(ShaderProgram shader,
int primitiveType)
Renders the mesh using the given primitive type.
|
void |
Mesh.render(ShaderProgram shader,
int primitiveType,
int offset,
int count)
Renders the mesh using the given primitive type.
|
void |
Mesh.render(ShaderProgram shader,
int primitiveType,
int offset,
int count,
boolean autoBind)
Renders the mesh using the given primitive type.
|
void |
Mesh.unbind(ShaderProgram shader)
Unbinds the underlying
VertexBufferObject and IndexBufferObject is indices were given. |
void |
Mesh.unbind(ShaderProgram shader,
int[] locations)
Unbinds the underlying
VertexBufferObject and IndexBufferObject is indices were given. |
Modifier and Type | Method and Description |
---|---|
static ShaderProgram |
SpriteBatch.createDefaultShader()
Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified.
|
Modifier and Type | Method and Description |
---|---|
void |
Batch.setShader(ShaderProgram shader)
Sets the shader to be used in a GLES 2.0 environment.
|
void |
PolygonSpriteBatch.setShader(ShaderProgram shader) |
void |
SpriteBatch.setShader(ShaderProgram shader) |
void |
SpriteCache.setShader(ShaderProgram shader)
Sets the shader to be used in a GLES 2.0 environment.
|
Constructor and Description |
---|
PolygonSpriteBatch(int size,
ShaderProgram defaultShader)
Constructs a new PolygonSpriteBatch.
|
SpriteBatch(int size,
ShaderProgram defaultShader)
Constructs a new SpriteBatch.
|
SpriteCache(int size,
ShaderProgram shader,
boolean useIndices)
Creates a cache with the specified size and OpenGL ES 2.0 shader.
|
Modifier and Type | Method and Description |
---|---|
ShaderProgram |
CameraGroupStrategy.getGroupShader(int group) |
ShaderProgram |
DefaultGroupStrategy.getGroupShader(int group) |
ShaderProgram |
GroupStrategy.getGroupShader(int group)
Returns the shader to be used for the group.
|
ShaderProgram |
SimpleOrthoGroupStrategy.getGroupShader(int group) |
Modifier and Type | Method and Description |
---|---|
protected void |
DecalBatch.flush(ShaderProgram shader,
int verticesPosition)
Flushes vertices[0,verticesPosition[ to GL verticesPosition % Decal.SIZE must equal 0
|
Constructor and Description |
---|
ParticleShader(Renderable renderable,
ParticleShader.Config config,
ShaderProgram shaderProgram) |
Modifier and Type | Field and Description |
---|---|
ShaderProgram |
BaseShader.program |
Modifier and Type | Method and Description |
---|---|
void |
BaseShader.init(ShaderProgram program,
Renderable renderable)
Initialize this shader, causing all registered uniforms/attributes to be fetched.
|
Constructor and Description |
---|
DefaultShader(Renderable renderable,
DefaultShader.Config config,
ShaderProgram shaderProgram) |
DepthShader(Renderable renderable,
DepthShader.Config config,
ShaderProgram shaderProgram) |
Modifier and Type | Method and Description |
---|---|
static ShaderProgram |
ImmediateModeRenderer20.createDefaultShader(boolean hasNormals,
boolean hasColors,
int numTexCoords)
Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified.
|
Modifier and Type | Method and Description |
---|---|
void |
VertexArray.bind(ShaderProgram shader) |
void |
VertexBufferObject.bind(ShaderProgram shader)
Binds this VertexBufferObject for rendering via glDrawArrays or glDrawElements
|
void |
VertexBufferObjectSubData.bind(ShaderProgram shader)
Binds this VertexBufferObject for rendering via glDrawArrays or glDrawElements
|
void |
VertexData.bind(ShaderProgram shader)
Binds this VertexData for rendering via glDrawArrays or glDrawElements.
|
void |
VertexArray.bind(ShaderProgram shader,
int[] locations) |
void |
VertexBufferObject.bind(ShaderProgram shader,
int[] locations) |
void |
VertexBufferObjectSubData.bind(ShaderProgram shader,
int[] locations) |
void |
VertexData.bind(ShaderProgram shader,
int[] locations)
Binds this VertexData for rendering via glDrawArrays or glDrawElements.
|
void |
ImmediateModeRenderer20.setShader(ShaderProgram shader) |
void |
VertexArray.unbind(ShaderProgram shader)
Unbinds this VertexBufferObject.
|
void |
VertexBufferObject.unbind(ShaderProgram shader)
Unbinds this VertexBufferObject.
|
void |
VertexBufferObjectSubData.unbind(ShaderProgram shader)
Unbinds this VertexBufferObject.
|
void |
VertexData.unbind(ShaderProgram shader)
Unbinds this VertexData.
|
void |
VertexArray.unbind(ShaderProgram shader,
int[] locations) |
void |
VertexBufferObject.unbind(ShaderProgram shader,
int[] locations) |
void |
VertexBufferObjectSubData.unbind(ShaderProgram shader,
int[] locations) |
void |
VertexData.unbind(ShaderProgram shader,
int[] locations)
Unbinds this VertexData.
|
Constructor and Description |
---|
ImmediateModeRenderer20(int maxVertices,
boolean hasNormals,
boolean hasColors,
int numTexCoords,
ShaderProgram shader) |