本文整理汇总了Java中org.andengine.opengl.util.BufferUtils类的典型用法代码示例。如果您正苦于以下问题:Java BufferUtils类的具体用法?Java BufferUtils怎么用?Java BufferUtils使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
BufferUtils类属于org.andengine.opengl.util包,在下文中一共展示了BufferUtils类的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: dispose
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
@Override
public void dispose() {
super.dispose();
try {
SharedMemoryVertexBufferObject.sSharedByteBufferLock.lock();
if (SharedMemoryVertexBufferObject.sSharedByteBuffer != null) {
BufferUtils.freeDirectByteBuffer(SharedMemoryVertexBufferObject.sSharedByteBuffer);
SharedMemoryVertexBufferObject.sSharedByteBuffer = null;
}
} finally {
SharedMemoryVertexBufferObject.sSharedByteBufferLock.unlock();
}
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:17,代码来源:SharedMemoryVertexBufferObject.java
示例2: aquireByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
@Override
protected ByteBuffer aquireByteBuffer() {
SharedMemoryVertexBufferObject.sSharedByteBufferLock.lock();
final int byteCapacity = this.getByteCapacity();
if (SharedMemoryVertexBufferObject.sSharedByteBuffer == null || SharedMemoryVertexBufferObject.sSharedByteBuffer.capacity() < byteCapacity) {
if (SharedMemoryVertexBufferObject.sSharedByteBuffer != null) {
BufferUtils.freeDirectByteBuffer(SharedMemoryVertexBufferObject.sSharedByteBuffer);
}
SharedMemoryVertexBufferObject.sSharedByteBuffer = BufferUtils.allocateDirectByteBuffer(byteCapacity);
SharedMemoryVertexBufferObject.sSharedByteBuffer.order(ByteOrder.nativeOrder());
}
SharedMemoryVertexBufferObject.sSharedByteBuffer.limit(byteCapacity);
return SharedMemoryVertexBufferObject.sSharedByteBuffer;
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:20,代码来源:SharedMemoryVertexBufferObject.java
示例3: dispose
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
@Override
public void dispose() {
super.dispose();
try {
SharedMemoryVertexBufferObject.sSharedByteBufferLock.lock();
if(SharedMemoryVertexBufferObject.sSharedByteBuffer != null) {
BufferUtils.freeDirectByteBuffer(SharedMemoryVertexBufferObject.sSharedByteBuffer);
SharedMemoryVertexBufferObject.sSharedByteBuffer = null;
}
} finally {
SharedMemoryVertexBufferObject.sSharedByteBufferLock.unlock();
}
}
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:17,代码来源:SharedMemoryVertexBufferObject.java
示例4: aquireByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
@Override
protected ByteBuffer aquireByteBuffer() {
SharedMemoryVertexBufferObject.sSharedByteBufferLock.lock();
final int byteCapacity = this.getByteCapacity();
if(SharedMemoryVertexBufferObject.sSharedByteBuffer == null || SharedMemoryVertexBufferObject.sSharedByteBuffer.capacity() < byteCapacity) {
if(SharedMemoryVertexBufferObject.sSharedByteBuffer != null) {
BufferUtils.freeDirectByteBuffer(SharedMemoryVertexBufferObject.sSharedByteBuffer);
}
SharedMemoryVertexBufferObject.sSharedByteBuffer = BufferUtils.allocateDirectByteBuffer(byteCapacity);
SharedMemoryVertexBufferObject.sSharedByteBuffer.order(ByteOrder.nativeOrder());
}
SharedMemoryVertexBufferObject.sSharedByteBuffer.limit(byteCapacity);
return SharedMemoryVertexBufferObject.sSharedByteBuffer;
}
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:20,代码来源:SharedMemoryVertexBufferObject.java
示例5: onBufferData
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
@Override
protected void onBufferData() {
// TODO Check if, and how mow this condition affects performance.
if (SystemUtils.SDK_VERSION_HONEYCOMB_OR_LATER) {
// TODO Check if this is similar fast or faster than the non Honeycomb codepath.
this.mFloatBuffer.position(0);
this.mFloatBuffer.put(this.mBufferData);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, this.mByteBuffer.capacity(), this.mByteBuffer, this.mUsage);
} else {
BufferUtils.put(this.mByteBuffer, this.mBufferData, this.mBufferData.length, 0);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, this.mByteBuffer.limit(), this.mByteBuffer, this.mUsage);
}
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:15,代码来源:HighPerformanceVertexBufferObject.java
示例6: VertexBufferObject
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
/**
* @param pVertexBufferObjectManager (Optional, if you manage reloading on your own.)
* @param pCapacity
* @param pDrawType
* @param pAutoDispose when passing <code>true</code> this {@link VertexBufferObject} loads itself to the active {@link VertexBufferObjectManager}. <b><u>WARNING:</u></b> When passing <code>false</code> one needs to take care of that by oneself!
* @param pVertexBufferObjectAttributes to be automatically enabled on the {@link ShaderProgram} used in {@link #bind(ShaderProgram)}.
*/
public VertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
this.mVertexBufferObjectManager = pVertexBufferObjectManager;
this.mCapacity = pCapacity;
this.mUsage = pDrawType.getUsage();
this.mAutoDispose = pAutoDispose;
this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;
this.mByteBuffer = BufferUtils.allocateDirectByteBuffer(pCapacity * DataConstants.BYTES_PER_FLOAT);
this.mByteBuffer.order(ByteOrder.nativeOrder());
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:19,代码来源:VertexBufferObject.java
示例7: dispose
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
@Override
public void dispose() {
if (!this.mDisposed) {
this.mDisposed = true;
if (this.mVertexBufferObjectManager != null) {
this.mVertexBufferObjectManager.onUnloadVertexBufferObject(this);
}
BufferUtils.freeDirectByteBuffer(this.mByteBuffer);
} else {
throw new AlreadyDisposedException();
}
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:15,代码来源:VertexBufferObject.java
示例8: VertexBufferObject
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
/**
* @param pVertexBufferObjectManager (Optional, if you manage reloading on your own.)
* @param pCapacity
* @param pDrawType
* @param pAutoDispose when passing <code>true</code> this {@link org.andengine.opengl.vbo.VertexBufferObject} loads itself to the active {@link VertexBufferObjectManager}. <b><u>WARNING:</u></b> When passing <code>false</code> one needs to take care of that by oneself!
* @param pVertexBufferObjectAttributes to be automatically enabled on the {@link ShaderProgram} used in {@link #bind(ShaderProgram)}.
*/
public VertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
this.mVertexBufferObjectManager = pVertexBufferObjectManager;
this.mCapacity = pCapacity;
this.mUsage = pDrawType.getUsage();
this.mAutoDispose = pAutoDispose;
this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;
this.mByteBuffer = BufferUtils.allocateDirectByteBuffer(pCapacity * DataConstants.BYTES_PER_FLOAT);
this.mByteBuffer.order(ByteOrder.nativeOrder());
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:19,代码来源:VertexBufferObject.java
示例9: onBufferData
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
@Override
protected void onBufferData() {
// TODO Check if, and how mow this condition affects performance.
if(SystemUtils.SDK_VERSION_HONEYCOMB_OR_LATER) {
// TODO Check if this is similar fast or faster than the non Honeycomb codepath.
this.mFloatBuffer.position(0);
this.mFloatBuffer.put(this.mBufferData);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, this.mByteBuffer.capacity(), this.mByteBuffer, this.mUsage);
} else {
BufferUtils.put(this.mByteBuffer, this.mBufferData, this.mBufferData.length, 0);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, this.mByteBuffer.limit(), this.mByteBuffer, this.mUsage);
}
}
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:15,代码来源:HighPerformanceVertexBufferObject.java
示例10: VertexBufferObject
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
/**
* @param pVertexBufferObjectManager (Optional, if you manage reloading on your own.)
* @param pCapacity
* @param pDrawType
* @param pAutoDispose when passing <code>true</code> this {@link VertexBufferObject} loads itself to the active {@link VertexBufferObjectManager}. <b><u>WARNING:</u></b> When passing <code>false</code> one needs to take care of that by oneself!
* @param pVertexBufferObjectAttributes to be automatically enabled on the {@link ShaderProgram} used in {@link VertexBufferObject#bind(ShaderProgram)}.
*/
public VertexBufferObject(final VertexBufferObjectManager pVertexBufferObjectManager, final int pCapacity, final DrawType pDrawType, final boolean pAutoDispose, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
this.mVertexBufferObjectManager = pVertexBufferObjectManager;
this.mCapacity = pCapacity;
this.mUsage = pDrawType.getUsage();
this.mAutoDispose = pAutoDispose;
this.mVertexBufferObjectAttributes = pVertexBufferObjectAttributes;
this.mByteBuffer = BufferUtils.allocateDirectByteBuffer(pCapacity * DataConstants.BYTES_PER_FLOAT);
this.mByteBuffer.order(ByteOrder.nativeOrder());
}
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:19,代码来源:VertexBufferObject.java
示例11: dispose
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
@Override
public void dispose() {
if(!this.mDisposed) {
this.mDisposed = true;
if(this.mVertexBufferObjectManager != null) {
this.mVertexBufferObjectManager.onUnloadVertexBufferObject(this);
}
BufferUtils.freeDirectByteBuffer(this.mByteBuffer);
} else {
throw new AlreadyDisposedException();
}
}
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:15,代码来源:VertexBufferObject.java
示例12: aquireByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
/**
* When a non <code>null</code> {@link java.nio.ByteBuffer} is returned by this function, it is guaranteed that {@link #releaseByteBuffer(java.nio.ByteBuffer)} is called.
* @return a {@link java.nio.ByteBuffer} to be passed to {@link #onPopulateBufferData(java.nio.ByteBuffer)}.
*/
protected ByteBuffer aquireByteBuffer() {
final ByteBuffer byteBuffer = BufferUtils.allocateDirectByteBuffer(this.getByteCapacity());
byteBuffer.order(ByteOrder.nativeOrder());
return byteBuffer;
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:10,代码来源:ZeroMemoryVertexBufferObject.java
示例13: releaseByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
protected void releaseByteBuffer(final ByteBuffer pByteBuffer) {
BufferUtils.freeDirectByteBuffer(pByteBuffer);
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:4,代码来源:ZeroMemoryVertexBufferObject.java
示例14: aquireByteBuffer
import org.andengine.opengl.util.BufferUtils; //导入依赖的package包/类
/**
* When a non <code>null</code> {@link ByteBuffer} is returned by this function, it is guaranteed that {@link ZeroMemoryVertexBufferObject#releaseByteBuffer(ByteBuffer)} is called.
* @return a {@link ByteBuffer} to be passed to {@link ZeroMemoryVertexBufferObject#onPopulateBufferData(ByteBuffer)}.
*/
protected ByteBuffer aquireByteBuffer() {
final ByteBuffer byteBuffer = BufferUtils.allocateDirectByteBuffer(this.getByteCapacity());
byteBuffer.order(ByteOrder.nativeOrder());
return byteBuffer;
}
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:10,代码来源:ZeroMemoryVertexBufferObject.java
注:本文中的org.andengine.opengl.util.BufferUtils类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论