Interface GLArrayDataEditable

  • All Superinterfaces:
    GLArrayData
    All Known Implementing Classes:
    GLArrayDataClient, GLArrayDataServer

    public interface GLArrayDataEditable
    extends GLArrayData
    The total number of bytes hold by the referenced buffer is: getComponentSize()* getComponentNumber() * getElementNumber()
    • Method Detail

      • sealed

        boolean sealed()
      • enabled

        boolean enabled()
      • isVBOWritten

        boolean isVBOWritten()
        Is the buffer written to the VBO ?
      • setVBOWritten

        void setVBOWritten​(boolean written)
        Marks the buffer written to the VBO
      • reset

        void reset​(GL gl)
      • enableBuffer

        void enableBuffer​(GL gl,
                          boolean enable)
        Enables the buffer if enable is true, and transfers the data if required. In case VBO is used, it is bound accordingly for the data transfer and association, i.e. it issued bindBuffer(GL, boolean). The VBO buffer is unbound when the method returns.

        Disables the buffer if enable is false.

        The action will only be executed, if the internal enable state differs, or 'setEnableAlways' was called with 'true'.

        It is up to the user to enable/disable the array properly, ie in case of multiple data sets for the same vertex attribute (VA). Meaning in such case usage of one set while expecting another one to be used for the same VA implies decorating each usage with enable/disable.

        See Also:
        setEnableAlways(boolean)
      • bindBuffer

        boolean bindBuffer​(GL gl,
                           boolean bind)
        if bind is true and the data uses VBO, the latter will be bound and data written to the GPU if required.

        If bind is false and the data uses VBO, the latter will be unbound.

        This method is exposed to allow data VBO arrays, i.e. GL.GL_ELEMENT_ARRAY_BUFFER, to be bounded and written while keeping the VBO bound. The latter is in contrast to enableBuffer(GL, boolean), which leaves the VBO unbound, since it's not required for vertex attributes or pointers.

        Parameters:
        gl - current GL object
        bind - true if VBO shall be bound and data written, otherwise clear VBO binding.
        Returns:
        true if data uses VBO and action was performed, otherwise false
      • setEnableAlways

        void setEnableAlways​(boolean always)
        Affects the behavior of 'enableBuffer'. The default is 'false' This is useful when you mix up GLArrayData usage with conventional GL array calls or in case of a buggy GL VBO implementation.
        See Also:
        enableBuffer(GL, boolean)
      • reset

        void reset()
      • seal

        void seal​(boolean seal)

        If seal is true, it disables write operations to the buffer. Calls flip, ie limit:=position and position:=0.

        If seal is false, it enable write operations continuing at the buffer position, where you left off at seal(true), ie position:=limit and limit:=capacity.

        See Also:
        seal(boolean)
      • rewind

        void rewind()
      • padding

        void padding​(int doneInByteSize)
      • putb

        void putb​(byte v)
      • puts

        void puts​(short v)
      • puti

        void puti​(int v)
      • putx

        void putx​(int v)
      • putf

        void putf​(float v)