javax.media.opengl
Interface GLArrayData


public interface GLArrayData

The total number of bytes hold by the referenced buffer is: getComponentSize()* getComponentNumber() * getElementNumber()


Method Summary
 void destroy(GL gl)
           
 Buffer getBuffer()
          The Buffer holding the data, may be null if a GPU buffer without client bound data
 int getComponentCount()
          The number of components per element
 int getComponentSizeInBytes()
          The component's size in bytes
 int getComponentType()
          The component's GL data type, ie.
 int getElementCount()
          The current number of used elements.
In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position.
 int getIndex()
          The index of the predefined array index, see list below, or -1 in case of a shader attribute array.
 int getLocation()
          Returns the shader attribute location for this name, -1 if not yet determined
 String getName()
          The name of the reflecting shader array attribute.
 boolean getNormalized()
          True, if GL shall normalize fixed point data while converting them into float
 int getSizeInBytes()
          The currently used size in bytes.
In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position.
 int getStride()
           
 int getVBOName()
          The VBO name or 0 if not a VBO
 long getVBOOffset()
          The VBO buffer offset or 0 if not a VBO
 int getVBOTarget()
          The VBO target or 0 if not a VBO
 int getVBOUsage()
          The VBO usage or 0 if not a VBO
 boolean isVBO()
          Determines whether the data is server side (VBO) and enabled, or a client side array (false).
 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
 void setLocation(int v)
          Sets the determined location of the shader attribute This is usually done within ShaderState.
 void setName(String newName)
          Set a new name for this array.
 String toString()
           
 

Method Detail

isVertexAttribute

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


getIndex

int getIndex()
The index of the predefined array index, see list below, or -1 in case of a shader attribute array.

See Also:
GLPointerFunc.GL_VERTEX_ARRAY, GLPointerFunc.GL_NORMAL_ARRAY, GLPointerFunc.GL_COLOR_ARRAY, GLPointerFunc.GL_TEXTURE_COORD_ARRAY

getName

String getName()
The name of the reflecting shader array attribute.


setName

void setName(String newName)
Set a new name for this array.


getLocation

int getLocation()
Returns the shader attribute location for this name, -1 if not yet determined


setLocation

void setLocation(int v)
Sets the determined location of the shader attribute This is usually done within ShaderState.

See Also:
com.jogamp.opengl.util.glsl.ShaderState#vertexAttribPointer(GL2ES2, GLArrayData)

isVBO

boolean isVBO()
Determines whether the data is server side (VBO) and enabled, or a client side array (false).


getVBOOffset

long getVBOOffset()
The VBO buffer offset or 0 if not a VBO


getVBOName

int getVBOName()
The VBO name or 0 if not a VBO


getVBOUsage

int getVBOUsage()
The VBO usage or 0 if not a VBO

Returns:
0 if not a GPU buffer, otherwise GL2ES2.GL_STREAM_DRAW, GL.GL_STATIC_DRAW or GL.GL_DYNAMIC_DRAW

getVBOTarget

int getVBOTarget()
The VBO target or 0 if not a VBO

Returns:
0 if not a GPU buffer, otherwise GL.GL_ARRAY_BUFFER or GL.GL_ELEMENT_ARRAY_BUFFER

getBuffer

Buffer getBuffer()
The Buffer holding the data, may be null if a GPU buffer without client bound data


getComponentCount

int getComponentCount()
The number of components per element


getComponentType

int getComponentType()
The component's GL data type, ie. GL_FLOAT


getComponentSizeInBytes

int getComponentSizeInBytes()
The component's size in bytes


getElementCount

int getElementCount()
The current number of used elements.
In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position.


getSizeInBytes

int getSizeInBytes()
The currently used size in bytes.
In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position.


getNormalized

boolean getNormalized()
True, if GL shall normalize fixed point data while converting them into float


getStride

int getStride()
Returns:
the byte offset between consecutive components

toString

String toString()
Overrides:
toString in class Object

destroy

void destroy(GL gl)


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