p.prefixCount = (p.prefixEndOffset-p.prefixStartOffset)/9 + 1 // 前缀区块每组 // 初始化前缀对应索引区区间 indexBuffer...+ 9)] for k := uint32(0); k < p.prefixCount; k++ { i := k * 9 prefix := uint32(indexBuffer...[i] & 0xFF) pf := prefixIndex{} pf.start_index = bytesToLong(indexBuffer[i+1], indexBuffer...[i+2], indexBuffer[i+3], indexBuffer[i+4]) pf.end_index = bytesToLong(indexBuffer[i+5], indexBuffer...[i+6], indexBuffer[i+7], indexBuffer[i+8]) p.prefixMap[prefix] = pf } return &p, nil
import flash.display3D.IndexBuffer3D; 10. import flash.display3D.Program3D; 11....([0, 1, 2]); 51. 52. // Create IndexBuffer3D....indexbuffer= context3D.createIndexBuffer(3); 54. // Upload IndexBuffer3D to GPU....indexbuffer.uploadFromVector(indices, 0, 3); 56. 57....context3D.drawTriangles(indexbuffer); 93. 94.
cube.draw(gl); } } public class Cube { private FloatBuffer vertexBuffer; private ShortBuffer indexBuffer...ByteBuffer.allocateDirect(indices.length * 2); ibb.order(ByteOrder.nativeOrder()); indexBuffer...= ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); }...vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer
vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); GLuint indexBuffer...; glGenBuffers(1, &indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer); glBufferData...presentRenderbuffer:_renderBuffer]; glDeleteBuffers(1, &vertexBuffer); glDeleteBuffers(1, &indexBuffer
); gl.drawElements(gl.TRIANGLES, demBufferObject.numIndices, demBufferObject.indexBuffer.type, 0)...); gl.drawElements(gl.TRIANGLES, demBufferObject.numIndices, demBufferObject.indexBuffer.type, 0)...dem.indexBuffer || !...); gl.drawElements(gl.TRIANGLES, demBufferObject.numIndices, demBufferObject.indexBuffer.type, 0)...); gl.drawElements(gl.TRIANGLES, demBufferObject.numIndices, demBufferObject.indexBuffer.type, 0)
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), NULL); // 加载顶点索引数据 GLuint _indexBuffer...; glGenBuffers(1, &_indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER
0.5f, 0.5f, 0.0f ) ) 初始化索引数据,代码如下: var index = shortArrayOf(3,2,0,0, 1, 2) val indexBuffer...vertexBuffer) GLES20.glDrawElements(GLES20.GL_TRIANGLES, index.size, GLES20.GL_UNSIGNED_SHORT,indexBuffer
ci++; } } //创建缓冲区对象 var vertexColorBuffer = gl.createBuffer(); var indexBuffer...indexBuffer) { return -1; } // 将缓冲区对象绑定到目标 gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer...gl.enableVertexAttribArray(a_Color); // 写入并绑定顶点数组的索引值 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer...indexBuffer) { return -1; } // 将缓冲区对象绑定到目标 gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer...gl.enableVertexAttribArray(a_Color); // 写入并绑定顶点数组的索引值 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer
var indices = new Uint8Array([ 0,1,2, 2,1,3 ]); var indexBuffer...= gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,indexBuffer); gl.bufferData...var indices = new Uint8Array([ 0,1,2, 2,1,3 ]); var indexBuffer...= gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,indexBuffer); gl.bufferData
ByteBuffer indexBuffer = smooshedFiles.mapFile("index.drd"); /** * Index.drd should consist of the segment...16 bytes), and a bitmap index type. */ final GenericIndexed cols = GenericIndexed.read( indexBuffer...GenericIndexed.STRING_STRATEGY, smooshedFiles ); final Interval dataInterval = Intervals.utc(indexBuffer.getLong...(), indexBuffer.getLong()); final BitmapSerdeFactory segmentBitmapSerdeFactory; /** * This is a workaround...()) { segmentBitmapSerdeFactory = mapper.readValue(SERIALIZER_UTILS.readString(indexBuffer), BitmapSerdeFactory.class
/my-shader.js' const { VertexBuffers, IndexBuffer } = ResourceTypes const canvas = document.querySelector..., vertexBuffers, indexBuffer) 下面逐个介绍一些重要的 API 片段。...为此我们需要引入 WebGL 中的 IndexBuffer 概念,它指定了渲染时用到的顶点下标。...这个例子里,0 1 2 这样的每个下标,都对应顶点数组里的 3 个位置: const indexBuffer = beam.resource(IndexBuffer, { array: [0, 1,...= beam.resource(IndexBuffer, { array: [ 0, 1, 2, // 左下三角形 1, 2, 3 // 右上三角形 ] }) 其他代码完全不用改动
Assembler(组装器)获取组件、节点数据生成RenderData(渲染数据),渲染数据会按有效批次提交形成Model Model渲染数据包含两部分:顶点数据(VertexBuffer、IndexBuffer...数据部分:输入组装器,组装了VertexBuffer(顶点缓存)和IndexBuffer(索引缓存) 表现部分:主要是增加了Material(材质系统)相关API,可以方便地控制Shader的defines
由于ShapeNode是继承于StateNode, 那它同时也包含了渲染所需要的材质(shader, shader parameters, textures) VertexBuffer和IndexBuffer...IndexBuffer同理, 还有它俩相关的PrimitiveGroup…(看来都比倾向于一个大buffer存数据, 多次draw) 2.
16,18,19, // down 20,21,22, 20,22,23 // back ]); // Create a buffer object var indexBuffer...indexBuffer) return -1; // Write the vertex coordinates and color to the buffer object if (...return -1; // Write the indices to the buffer object gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer
import flash.display.StageScaleMode; import flash.display3D.Context3D; import flash.display3D.IndexBuffer3D...private var _context3d:Context3D; private var _program3d:Program3D; private var _index:IndexBuffer3D
verticesColors.BYTES_PER_ELEMENT; //数组中每个元素的字节数 // 创建缓冲区对象 var vertexColorBuffer = gl.createBuffer(); var indexBuffer...indexBuffer) { console.log('Failed to create the buffer object'); return -1; } // 将缓冲区对象绑定到目标...gl.enableVertexAttribArray(a_Color); // 将顶点索引写入到缓冲区对象 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer...相关代码如下: // 创建缓冲区对象 var indexBuffer = gl.createBuffer(); //... // 将顶点索引写入到缓冲区对象 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER..., indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); 最后,通过上述的gl.drawElements
const indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); // This...indices), gl.STATIC_DRAW); return { position: positionBuffer, color: colorBuffer, indices: indexBuffer
中的index偏移和数目读取数据并创建IndexBuffer 根据ModelView中的SubMesh数量和偏移读取各SubMesh的数据 依次绘制SubMesh.
1.0f, 0.0f ) ) 顶点索引初始化如下: var index = shortArrayOf(3, 2, 0, 0, 1, 2) val indexBuffer...GL_TRIANGLES, index.size, GLES20.GL_UNSIGNED_SHORT, indexBuffer
D3DRTYPE_INDEXBUFFER 索引缓冲区.
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