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ATIMapObjectBuffer (LWJGL API)
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org.lwjgl.opengl</FONT>
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Class ATIMapObjectBuffer</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../resources/inherit.gif" ALT="extended by "><B>org.lwjgl.opengl.ATIMapObjectBuffer</B>
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<DT><PRE>public final class <B>ATIMapObjectBuffer</B><DT>extends java.lang.Object</DL>
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<CODE>static&nbsp;java.nio.ByteBuffer</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../org/lwjgl/opengl/ATIMapObjectBuffer.html#glMapObjectBufferATI(int, java.nio.ByteBuffer)">glMapObjectBufferATI</A></B>(int&nbsp;buffer,
java.nio.ByteBuffer&nbsp;old_buffer)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;glMapObjectBufferATI maps an ATI vertex array object to a ByteBuffer.</TD>
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<CODE>static&nbsp;java.nio.ByteBuffer</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../org/lwjgl/opengl/ATIMapObjectBuffer.html#glMapObjectBufferATI(int, long, java.nio.ByteBuffer)">glMapObjectBufferATI</A></B>(int&nbsp;buffer,
long&nbsp;length,
java.nio.ByteBuffer&nbsp;old_buffer)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;glMapObjectBufferATI maps an ATI vertex array object to a ByteBuffer.</TD>
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<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../org/lwjgl/opengl/ATIMapObjectBuffer.html#glUnmapObjectBufferATI(int)">glUnmapObjectBufferATI</A></B>(int&nbsp;buffer)</CODE>
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<A NAME="glMapObjectBufferATI(int, java.nio.ByteBuffer)"><!-- --></A><H3>
glMapObjectBufferATI</H3>
<PRE>
public static java.nio.ByteBuffer <B>glMapObjectBufferATI</B>(int&nbsp;buffer,
java.nio.ByteBuffer&nbsp;old_buffer)</PRE>
<DL>
<DD>glMapObjectBufferATI maps an ATI vertex array object to a ByteBuffer. The old_buffer argument can be null,
in which case a new ByteBuffer will be created, pointing to the returned memory. If old_buffer is non-null,
it will be returned if it points to the same mapped memory and has the same capacity as the vertex array object,
otherwise a new ByteBuffer is created. That way, an application will normally use glMapObjectBufferATI like this:
<p/>
ByteBuffer mapped_buffer; mapped_buffer = glMapObjectBufferATI(..., null); ... // Another map on the same buffer mapped_buffer = glMapObjectBufferATI(..., mapped_buffer);
<p/>
Only ByteBuffers returned from this method are to be passed as the old_buffer argument. User-created ByteBuffers cannot be reused.
<p/>
The version of this method without an explicit length argument calls glGetObjectBufferATI internally to
retrieve the current vertex array object size, which may cause a pipeline flush and reduce application performance.
<p/>
The version of this method with an explicit length argument is a fast alternative to the one without. No GL call
is made to retrieve the vertex array object size, so the user is responsible for tracking and using the appropriate length.<br>
Security warning: The length argument should match the vertex array object size. Reading from or writing to outside
the memory region that corresponds to the mapped vertex array object will cause native crashes.
<p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>length</CODE> - the length of the mapped memory in bytes.<DD><CODE>old_buffer</CODE> - A ByteBuffer. If this argument points to the same address and has the same capacity as the new mapping, it will be returned and no new buffer will be created.
<p>
<DT><B>Returns:</B><DD>A ByteBuffer representing the mapped buffer memory.</DL>
</DD>
</DL>
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<A NAME="glMapObjectBufferATI(int, long, java.nio.ByteBuffer)"><!-- --></A><H3>
glMapObjectBufferATI</H3>
<PRE>
public static java.nio.ByteBuffer <B>glMapObjectBufferATI</B>(int&nbsp;buffer,
long&nbsp;length,
java.nio.ByteBuffer&nbsp;old_buffer)</PRE>
<DL>
<DD>glMapObjectBufferATI maps an ATI vertex array object to a ByteBuffer. The old_buffer argument can be null,
in which case a new ByteBuffer will be created, pointing to the returned memory. If old_buffer is non-null,
it will be returned if it points to the same mapped memory and has the same capacity as the vertex array object,
otherwise a new ByteBuffer is created. That way, an application will normally use glMapObjectBufferATI like this:
<p/>
ByteBuffer mapped_buffer; mapped_buffer = glMapObjectBufferATI(..., null); ... // Another map on the same buffer mapped_buffer = glMapObjectBufferATI(..., mapped_buffer);
<p/>
Only ByteBuffers returned from this method are to be passed as the old_buffer argument. User-created ByteBuffers cannot be reused.
<p/>
The version of this method without an explicit length argument calls glGetObjectBufferATI internally to
retrieve the current vertex array object size, which may cause a pipeline flush and reduce application performance.
<p/>
The version of this method with an explicit length argument is a fast alternative to the one without. No GL call
is made to retrieve the vertex array object size, so the user is responsible for tracking and using the appropriate length.<br>
Security warning: The length argument should match the vertex array object size. Reading from or writing to outside
the memory region that corresponds to the mapped vertex array object will cause native crashes.
<p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>length</CODE> - the length of the mapped memory in bytes.<DD><CODE>old_buffer</CODE> - A ByteBuffer. If this argument points to the same address and has the same capacity as the new mapping, it will be returned and no new buffer will be created.
<p>
<DT><B>Returns:</B><DD>A ByteBuffer representing the mapped buffer memory.</DL>
</DD>
</DL>
<HR>
<A NAME="glUnmapObjectBufferATI(int)"><!-- --></A><H3>
glUnmapObjectBufferATI</H3>
<PRE>
public static void <B>glUnmapObjectBufferATI</B>(int&nbsp;buffer)</PRE>
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