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<!-- ======== START OF CLASS DATA ======== -->
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<div class="header">
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<div class="subTitle">com.badlogic.gdx.graphics</div>
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<h2 title="Class Mesh" class="title">Class Mesh</h2>
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<ul class="inheritance">
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<li>java.lang.Object</li>
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<ul class="inheritance">
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<li>com.badlogic.gdx.graphics.Mesh</li>
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<dt>All Implemented Interfaces:</dt>
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<dd><a href="../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</a></dd>
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<pre>public class <span class="typeNameLabel">Mesh</span>
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extends java.lang.Object
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implements <a href="../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</a></pre>
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<div class="block"><p>
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A Mesh holds vertices composed of attributes specified by a <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttributes</code></a> instance. The vertices are held either in
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VRAM in form of vertex buffer objects or in RAM in form of vertex arrays. The former variant is more performant and is
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preferred over vertex arrays if hardware supports it.
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</p>
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<p>
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Meshes are automatically managed. If the OpenGL context is lost all vertex buffer objects get invalidated and must be reloaded
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when the context is recreated. This only happens on Android when a user switches to another application or receives an incoming
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call. A managed Mesh will be reloaded automagically so you don't have to do this manually.
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</p>
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<p>
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A Mesh consists of vertices and optionally indices which specify which vertices define a triangle. Each vertex is composed of
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attributes such as position, normal, color or texture coordinate. Note that not all of this attributes must be given, except
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for position which is non-optional. Each attribute has an alias which is used when rendering a Mesh in OpenGL ES 2.0. The alias
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is used to bind a specific vertex attribute to a shader attribute. The shader source and the alias of the attribute must match
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exactly for this to work.
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</p></div>
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<dl>
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<dt><span class="simpleTagLabel">Author:</span></dt>
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<dd>mzechner, Dave Clayton <contact@redskyforge.com>, Xoppa</dd>
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</dl>
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<th class="colFirst" scope="col">Modifier and Type</th>
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<th class="colLast" scope="col">Class and Description</th>
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<td class="colFirst"><code>static class </code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics">Mesh.VertexDataType</a></span></code> </td>
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<h3>Constructor Summary</h3>
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<table class="memberSummary" border="0" cellpadding="3" cellspacing="0" summary="Constructor Summary table, listing constructors, and an explanation">
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<caption><span>Constructors</span><span class="tabEnd"> </span></caption>
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<tr>
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<th class="colFirst" scope="col">Modifier</th>
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<th class="colLast" scope="col">Constructor and Description</th>
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<tr class="altColor">
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<td class="colFirst"><code> </code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh-boolean-boolean-int-int-com.badlogic.gdx.graphics.VertexAttributes-">Mesh</a></span>(boolean staticVertices,
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boolean staticIndices,
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int maxVertices,
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int maxIndices,
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</a> attributes)</code>
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<div class="block">Creates a new Mesh with the given attributes.</div>
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</td>
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</tr>
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<tr class="rowColor">
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<td class="colFirst"><code> </code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh-boolean-int-int-com.badlogic.gdx.graphics.VertexAttribute...-">Mesh</a></span>(boolean isStatic,
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int maxVertices,
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int maxIndices,
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</a>... attributes)</code>
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<div class="block">Creates a new Mesh with the given attributes.</div>
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</td>
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</tr>
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<tr class="altColor">
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<td class="colFirst"><code> </code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh-boolean-int-int-com.badlogic.gdx.graphics.VertexAttributes-">Mesh</a></span>(boolean isStatic,
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int maxVertices,
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int maxIndices,
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</a> attributes)</code>
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<div class="block">Creates a new Mesh with the given attributes.</div>
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</td>
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</tr>
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<tr class="rowColor">
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<td class="colFirst"><code> </code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh-com.badlogic.gdx.graphics.Mesh.VertexDataType-boolean-int-int-com.badlogic.gdx.graphics.VertexAttribute...-">Mesh</a></span>(<a href="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics">Mesh.VertexDataType</a> type,
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boolean isStatic,
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int maxVertices,
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int maxIndices,
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</a>... attributes)</code>
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<div class="block">Creates a new Mesh with the given attributes.</div>
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</td>
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</tr>
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<tr class="altColor">
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<td class="colFirst"><code> </code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh-com.badlogic.gdx.graphics.Mesh.VertexDataType-boolean-int-int-com.badlogic.gdx.graphics.VertexAttributes-">Mesh</a></span>(<a href="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics">Mesh.VertexDataType</a> type,
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boolean isStatic,
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int maxVertices,
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int maxIndices,
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</a> attributes)</code>
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<div class="block">Creates a new Mesh with the given attributes.</div>
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</td>
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</tr>
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<tr class="rowColor">
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<td class="colFirst"><code>protected </code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#Mesh-com.badlogic.gdx.graphics.glutils.VertexData-com.badlogic.gdx.graphics.glutils.IndexData-boolean-">Mesh</a></span>(<a href="../../../../com/badlogic/gdx/graphics/glutils/VertexData.html" title="interface in com.badlogic.gdx.graphics.glutils">VertexData</a> vertices,
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<a href="../../../../com/badlogic/gdx/graphics/glutils/IndexData.html" title="interface in com.badlogic.gdx.graphics.glutils">IndexData</a> indices,
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boolean isVertexArray)</code> </td>
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</tr>
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</table>
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</li>
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</ul>
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<!-- ========== METHOD SUMMARY =========== -->
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<!-- -->
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<h3>Method Summary</h3>
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<table class="memberSummary" border="0" cellpadding="3" cellspacing="0" summary="Method Summary table, listing methods, and an explanation">
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<caption><span id="t0" class="activeTableTab"><span>All Methods</span><span class="tabEnd"> </span></span><span id="t1" class="tableTab"><span><a href="javascript:show(1);">Static Methods</a></span><span class="tabEnd"> </span></span><span id="t2" class="tableTab"><span><a href="javascript:show(2);">Instance Methods</a></span><span class="tabEnd"> </span></span><span id="t4" class="tableTab"><span><a href="javascript:show(8);">Concrete Methods</a></span><span class="tabEnd"> </span></span></caption>
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<tr>
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<th class="colFirst" scope="col">Modifier and Type</th>
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<th class="colLast" scope="col">Method and Description</th>
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</tr>
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<tr id="i0" class="altColor">
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<td class="colFirst"><code>void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#bind-com.badlogic.gdx.graphics.glutils.ShaderProgram-">bind</a></span>(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader)</code>
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<div class="block">Binds the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> and <a href="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>IndexBufferObject</code></a> if indices where given.</div>
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</td>
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</tr>
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<tr id="i1" class="rowColor">
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<td class="colFirst"><code>void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#bind-com.badlogic.gdx.graphics.glutils.ShaderProgram-int:A-">bind</a></span>(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
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int[] locations)</code>
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<div class="block">Binds the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> and <a href="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>IndexBufferObject</code></a> if indices where given.</div>
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</td>
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</tr>
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<tr id="i2" class="altColor">
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<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a></code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateBoundingBox--">calculateBoundingBox</a></span>()</code>
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<div class="block">Calculates the <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> of the vertices contained in this mesh.</div>
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</td>
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</tr>
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<tr id="i3" class="rowColor">
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<td class="colFirst"><code>void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateBoundingBox-com.badlogic.gdx.math.collision.BoundingBox-">calculateBoundingBox</a></span>(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> bbox)</code>
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<div class="block">Calculates the <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> of the vertices contained in this mesh.</div>
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</td>
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</tr>
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<tr id="i4" class="altColor">
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<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a></code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateBoundingBox-com.badlogic.gdx.math.collision.BoundingBox-int-int-">calculateBoundingBox</a></span>(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> out,
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int offset,
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int count)</code>
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<div class="block">Calculate the <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> of the specified part.</div>
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</td>
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</tr>
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<tr id="i5" class="rowColor">
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<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a></code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateBoundingBox-com.badlogic.gdx.math.collision.BoundingBox-int-int-com.badlogic.gdx.math.Matrix4-">calculateBoundingBox</a></span>(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> out,
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int offset,
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int count,
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<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</code>
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<div class="block">Calculate the <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> of the specified part.</div>
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</td>
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</tr>
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<tr id="i6" class="altColor">
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<td class="colFirst"><code>float</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateRadius-float-float-float-">calculateRadius</a></span>(float centerX,
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float centerY,
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float centerZ)</code>
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<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i7" class="rowColor">
|
|
<td class="colFirst"><code>float</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateRadius-float-float-float-int-int-">calculateRadius</a></span>(float centerX,
|
|
float centerY,
|
|
float centerZ,
|
|
int offset,
|
|
int count)</code>
|
|
<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i8" class="altColor">
|
|
<td class="colFirst"><code>float</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateRadius-float-float-float-int-int-com.badlogic.gdx.math.Matrix4-">calculateRadius</a></span>(float centerX,
|
|
float centerY,
|
|
float centerZ,
|
|
int offset,
|
|
int count,
|
|
<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</code>
|
|
<div class="block">Calculates the radius of the bounding sphere around the specified center for the specified part.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i9" class="rowColor">
|
|
<td class="colFirst"><code>float</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateRadius-com.badlogic.gdx.math.Vector3-">calculateRadius</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> center)</code>
|
|
<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i10" class="altColor">
|
|
<td class="colFirst"><code>float</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateRadius-com.badlogic.gdx.math.Vector3-int-int-">calculateRadius</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> center,
|
|
int offset,
|
|
int count)</code>
|
|
<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i11" class="rowColor">
|
|
<td class="colFirst"><code>float</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateRadius-com.badlogic.gdx.math.Vector3-int-int-com.badlogic.gdx.math.Matrix4-">calculateRadius</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> center,
|
|
int offset,
|
|
int count,
|
|
<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</code>
|
|
<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i12" class="altColor">
|
|
<td class="colFirst"><code>float</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#calculateRadiusSquared-float-float-float-int-int-com.badlogic.gdx.math.Matrix4-">calculateRadiusSquared</a></span>(float centerX,
|
|
float centerY,
|
|
float centerZ,
|
|
int offset,
|
|
int count,
|
|
<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</code>
|
|
<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i13" class="rowColor">
|
|
<td class="colFirst"><code>static void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#clearAllMeshes-com.badlogic.gdx.Application-">clearAllMeshes</a></span>(<a href="../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</a> app)</code>
|
|
<div class="block">Will clear the managed mesh cache.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i14" class="altColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#copy-boolean-">copy</a></span>(boolean isStatic)</code>
|
|
<div class="block">Copies this mesh.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i15" class="rowColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#copy-boolean-boolean-int:A-">copy</a></span>(boolean isStatic,
|
|
boolean removeDuplicates,
|
|
int[] usage)</code>
|
|
<div class="block">Copies this mesh optionally removing duplicate vertices and/or reducing the amount of attributes.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i16" class="altColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#dispose--">dispose</a></span>()</code>
|
|
<div class="block">Frees all resources associated with this Mesh</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i17" class="rowColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#extendBoundingBox-com.badlogic.gdx.math.collision.BoundingBox-int-int-">extendBoundingBox</a></span>(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> out,
|
|
int offset,
|
|
int count)</code>
|
|
<div class="block">Extends the specified <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> with the specified part.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i18" class="altColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#extendBoundingBox-com.badlogic.gdx.math.collision.BoundingBox-int-int-com.badlogic.gdx.math.Matrix4-">extendBoundingBox</a></span>(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> out,
|
|
int offset,
|
|
int count,
|
|
<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</code>
|
|
<div class="block">Extends the specified <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> with the specified part.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i19" class="rowColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndices-int-int-short:A-int-">getIndices</a></span>(int srcOffset,
|
|
int count,
|
|
short[] indices,
|
|
int destOffset)</code>
|
|
<div class="block">Copies the indices from the Mesh to the short array.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i20" class="altColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndices-int-short:A-int-">getIndices</a></span>(int srcOffset,
|
|
short[] indices,
|
|
int destOffset)</code>
|
|
<div class="block">Copies the remaining indices from the Mesh to the short array.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i21" class="rowColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndices-short:A-">getIndices</a></span>(short[] indices)</code>
|
|
<div class="block">Copies the indices from the Mesh to the short array.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i22" class="altColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndices-short:A-int-">getIndices</a></span>(short[] indices,
|
|
int destOffset)</code>
|
|
<div class="block">Copies the indices from the Mesh to the short array.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i23" class="rowColor">
|
|
<td class="colFirst"><code>java.nio.ShortBuffer</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getIndicesBuffer--">getIndicesBuffer</a></span>()</code> </td>
|
|
</tr>
|
|
<tr id="i24" class="altColor">
|
|
<td class="colFirst"><code>static java.lang.String</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getManagedStatus--">getManagedStatus</a></span>()</code> </td>
|
|
</tr>
|
|
<tr id="i25" class="rowColor">
|
|
<td class="colFirst"><code>int</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getMaxIndices--">getMaxIndices</a></span>()</code> </td>
|
|
</tr>
|
|
<tr id="i26" class="altColor">
|
|
<td class="colFirst"><code>int</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getMaxVertices--">getMaxVertices</a></span>()</code> </td>
|
|
</tr>
|
|
<tr id="i27" class="rowColor">
|
|
<td class="colFirst"><code>int</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getNumIndices--">getNumIndices</a></span>()</code> </td>
|
|
</tr>
|
|
<tr id="i28" class="altColor">
|
|
<td class="colFirst"><code>int</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getNumVertices--">getNumVertices</a></span>()</code> </td>
|
|
</tr>
|
|
<tr id="i29" class="rowColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertexAttribute-int-">getVertexAttribute</a></span>(int usage)</code>
|
|
<div class="block">Returns the first <a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttribute</code></a> having the given <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.Usage.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttributes.Usage</code></a>.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i30" class="altColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertexAttributes--">getVertexAttributes</a></span>()</code> </td>
|
|
</tr>
|
|
<tr id="i31" class="rowColor">
|
|
<td class="colFirst"><code>int</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertexSize--">getVertexSize</a></span>()</code> </td>
|
|
</tr>
|
|
<tr id="i32" class="altColor">
|
|
<td class="colFirst"><code>float[]</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices-float:A-">getVertices</a></span>(float[] vertices)</code>
|
|
<div class="block">Copies the vertices from the Mesh to the float array.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i33" class="rowColor">
|
|
<td class="colFirst"><code>float[]</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices-int-float:A-">getVertices</a></span>(int srcOffset,
|
|
float[] vertices)</code>
|
|
<div class="block">Copies the the remaining vertices from the Mesh to the float array.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i34" class="altColor">
|
|
<td class="colFirst"><code>float[]</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices-int-int-float:A-">getVertices</a></span>(int srcOffset,
|
|
int count,
|
|
float[] vertices)</code>
|
|
<div class="block">Copies the specified vertices from the Mesh to the float array.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i35" class="rowColor">
|
|
<td class="colFirst"><code>float[]</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getVertices-int-int-float:A-int-">getVertices</a></span>(int srcOffset,
|
|
int count,
|
|
float[] vertices,
|
|
int destOffset)</code>
|
|
<div class="block">Copies the specified vertices from the Mesh to the float array.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i36" class="altColor">
|
|
<td class="colFirst"><code>java.nio.FloatBuffer</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#getVerticesBuffer--">getVerticesBuffer</a></span>()</code> </td>
|
|
</tr>
|
|
<tr id="i37" class="rowColor">
|
|
<td class="colFirst"><code>static void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#invalidateAllMeshes-com.badlogic.gdx.Application-">invalidateAllMeshes</a></span>(<a href="../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</a> app)</code>
|
|
<div class="block">Invalidates all meshes so the next time they are rendered new VBO handles are generated.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i38" class="altColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#render-com.badlogic.gdx.graphics.glutils.ShaderProgram-int-">render</a></span>(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
|
|
int primitiveType)</code>
|
|
<div class="block">
|
|
Renders the mesh using the given primitive type.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i39" class="rowColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#render-com.badlogic.gdx.graphics.glutils.ShaderProgram-int-int-int-">render</a></span>(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
|
|
int primitiveType,
|
|
int offset,
|
|
int count)</code>
|
|
<div class="block">
|
|
Renders the mesh using the given primitive type.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i40" class="altColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#render-com.badlogic.gdx.graphics.glutils.ShaderProgram-int-int-int-boolean-">render</a></span>(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
|
|
int primitiveType,
|
|
int offset,
|
|
int count,
|
|
boolean autoBind)</code>
|
|
<div class="block">
|
|
Renders the mesh using the given primitive type.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i41" class="rowColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#scale-float-float-float-">scale</a></span>(float scaleX,
|
|
float scaleY,
|
|
float scaleZ)</code>
|
|
<div class="block">Method to scale the positions in the mesh.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i42" class="altColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#setAutoBind-boolean-">setAutoBind</a></span>(boolean autoBind)</code>
|
|
<div class="block">Sets whether to bind the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexArray.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexArray</code></a> or <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> automatically on a call to one of the
|
|
render methods.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i43" class="rowColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#setIndices-short:A-">setIndices</a></span>(short[] indices)</code>
|
|
<div class="block">Sets the indices of this Mesh</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i44" class="altColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#setIndices-short:A-int-int-">setIndices</a></span>(short[] indices,
|
|
int offset,
|
|
int count)</code>
|
|
<div class="block">Sets the indices of this Mesh.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i45" class="rowColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#setVertices-float:A-">setVertices</a></span>(float[] vertices)</code>
|
|
<div class="block">Sets the vertices of this Mesh.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i46" class="altColor">
|
|
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a></code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#setVertices-float:A-int-int-">setVertices</a></span>(float[] vertices,
|
|
int offset,
|
|
int count)</code>
|
|
<div class="block">Sets the vertices of this Mesh.</div>
|
|
</td>
|
|
</tr>
|
|
<tr id="i47" class="rowColor">
|
|
<td class="colFirst"><code>void</code></td>
|
|
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#transform-com.badlogic.gdx.math.Matrix4-">transform</a></span>(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> matrix)</code>
|
|
<div class="block">Method to transform the positions in the mesh.</div>
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</td>
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<tr id="i48" class="altColor">
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<td class="colFirst"><code>static void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#transform-com.badlogic.gdx.math.Matrix4-float:A-int-int-int-int-int-">transform</a></span>(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> matrix,
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float[] vertices,
|
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int vertexSize,
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int offset,
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int dimensions,
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int start,
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int count)</code>
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<div class="block">Method to transform the positions in the float array.</div>
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</td>
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</tr>
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<tr id="i49" class="rowColor">
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<td class="colFirst"><code>void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#transform-com.badlogic.gdx.math.Matrix4-int-int-">transform</a></span>(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> matrix,
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int start,
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int count)</code> </td>
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</tr>
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<tr id="i50" class="altColor">
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<td class="colFirst"><code>void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#transformUV-com.badlogic.gdx.math.Matrix3-">transformUV</a></span>(<a href="../../../../com/badlogic/gdx/math/Matrix3.html" title="class in com.badlogic.gdx.math">Matrix3</a> matrix)</code>
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<div class="block">Method to transform the texture coordinates in the mesh.</div>
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</td>
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</tr>
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<tr id="i51" class="rowColor">
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<td class="colFirst"><code>static void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#transformUV-com.badlogic.gdx.math.Matrix3-float:A-int-int-int-int-">transformUV</a></span>(<a href="../../../../com/badlogic/gdx/math/Matrix3.html" title="class in com.badlogic.gdx.math">Matrix3</a> matrix,
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float[] vertices,
|
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int vertexSize,
|
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int offset,
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int start,
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int count)</code>
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<div class="block">Method to transform the texture coordinates (UV) in the float array.</div>
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</td>
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</tr>
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<tr id="i52" class="altColor">
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<td class="colFirst"><code>protected void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#transformUV-com.badlogic.gdx.math.Matrix3-int-int-">transformUV</a></span>(<a href="../../../../com/badlogic/gdx/math/Matrix3.html" title="class in com.badlogic.gdx.math">Matrix3</a> matrix,
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int start,
|
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int count)</code> </td>
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</tr>
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<tr id="i53" class="rowColor">
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<td class="colFirst"><code>void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#unbind-com.badlogic.gdx.graphics.glutils.ShaderProgram-">unbind</a></span>(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader)</code>
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<div class="block">Unbinds the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> and <a href="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>IndexBufferObject</code></a> is indices were given.</div>
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</td>
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</tr>
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<tr id="i54" class="altColor">
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<td class="colFirst"><code>void</code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#unbind-com.badlogic.gdx.graphics.glutils.ShaderProgram-int:A-">unbind</a></span>(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
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int[] locations)</code>
|
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<div class="block">Unbinds the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> and <a href="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>IndexBufferObject</code></a> is indices were given.</div>
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</td>
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<tr id="i55" class="rowColor">
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<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a></code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#updateVertices-int-float:A-">updateVertices</a></span>(int targetOffset,
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float[] source)</code>
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<div class="block">Update (a portion of) the vertices.</div>
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</td>
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</tr>
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<tr id="i56" class="altColor">
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<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a></code></td>
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<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Mesh.html#updateVertices-int-float:A-int-int-">updateVertices</a></span>(int targetOffset,
|
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float[] source,
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int sourceOffset,
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int count)</code>
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<div class="block">Update (a portion of) the vertices.</div>
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<h3>Methods inherited from class java.lang.Object</h3>
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<code>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</code></li>
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</ul>
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</li>
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<h3>Constructor Detail</h3>
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<a name="Mesh-com.badlogic.gdx.graphics.glutils.VertexData-com.badlogic.gdx.graphics.glutils.IndexData-boolean-">
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<h4>Mesh</h4>
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<pre>protected Mesh(<a href="../../../../com/badlogic/gdx/graphics/glutils/VertexData.html" title="interface in com.badlogic.gdx.graphics.glutils">VertexData</a> vertices,
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<a href="../../../../com/badlogic/gdx/graphics/glutils/IndexData.html" title="interface in com.badlogic.gdx.graphics.glutils">IndexData</a> indices,
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boolean isVertexArray)</pre>
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<pre>public Mesh(boolean isStatic,
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int maxVertices,
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int maxIndices,
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</a>... attributes)</pre>
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<div class="block">Creates a new Mesh with the given attributes.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>isStatic</code> - whether this mesh is static or not. Allows for internal optimizations.</dd>
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<dd><code>maxVertices</code> - the maximum number of vertices this mesh can hold</dd>
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<dd><code>maxIndices</code> - the maximum number of indices this mesh can hold</dd>
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<dd><code>attributes</code> - the <a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttribute</code></a>s. Each vertex attribute defines one property of a vertex such as position,
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normal or texture coordinate</dd>
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</dl>
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</ul>
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<pre>public Mesh(boolean isStatic,
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int maxVertices,
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int maxIndices,
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</a> attributes)</pre>
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<div class="block">Creates a new Mesh with the given attributes.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>isStatic</code> - whether this mesh is static or not. Allows for internal optimizations.</dd>
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<dd><code>maxVertices</code> - the maximum number of vertices this mesh can hold</dd>
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<dd><code>maxIndices</code> - the maximum number of indices this mesh can hold</dd>
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<dd><code>attributes</code> - the <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttributes</code></a>. Each vertex attribute defines one property of a vertex such as position,
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normal or texture coordinate</dd>
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</dl>
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</ul>
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<pre>public Mesh(boolean staticVertices,
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boolean staticIndices,
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int maxVertices,
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int maxIndices,
|
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</a> attributes)</pre>
|
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<div class="block">Creates a new Mesh with the given attributes. Adds extra optimizations for dynamic (frequently modified) meshes.</div>
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<dl>
|
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<dt><span class="paramLabel">Parameters:</span></dt>
|
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<dd><code>staticVertices</code> - whether vertices of this mesh are static or not. Allows for internal optimizations.</dd>
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<dd><code>staticIndices</code> - whether indices of this mesh are static or not. Allows for internal optimizations.</dd>
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<dd><code>maxVertices</code> - the maximum number of vertices this mesh can hold</dd>
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<dd><code>maxIndices</code> - the maximum number of indices this mesh can hold</dd>
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<dd><code>attributes</code> - the <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttributes</code></a>. Each vertex attribute defines one property of a vertex such as position,
|
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normal or texture coordinate</dd>
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</dl>
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</li>
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</ul>
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<a name="Mesh-com.badlogic.gdx.graphics.Mesh.VertexDataType-boolean-int-int-com.badlogic.gdx.graphics.VertexAttribute...-">
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<h4>Mesh</h4>
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<pre>public Mesh(<a href="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics">Mesh.VertexDataType</a> type,
|
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boolean isStatic,
|
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int maxVertices,
|
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int maxIndices,
|
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</a>... attributes)</pre>
|
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<div class="block">Creates a new Mesh with the given attributes. This is an expert method with no error checking. Use at your own risk.</div>
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<dl>
|
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<dt><span class="paramLabel">Parameters:</span></dt>
|
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<dd><code>type</code> - the <a href="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics"><code>Mesh.VertexDataType</code></a> to be used, VBO or VA.</dd>
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<dd><code>isStatic</code> - whether this mesh is static or not. Allows for internal optimizations.</dd>
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<dd><code>maxVertices</code> - the maximum number of vertices this mesh can hold</dd>
|
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<dd><code>maxIndices</code> - the maximum number of indices this mesh can hold</dd>
|
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<dd><code>attributes</code> - the <a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttribute</code></a>s. Each vertex attribute defines one property of a vertex such as position,
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normal or texture coordinate</dd>
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</dl>
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</li>
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</ul>
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<a name="Mesh-com.badlogic.gdx.graphics.Mesh.VertexDataType-boolean-int-int-com.badlogic.gdx.graphics.VertexAttributes-">
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<h4>Mesh</h4>
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<pre>public Mesh(<a href="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics">Mesh.VertexDataType</a> type,
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boolean isStatic,
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int maxVertices,
|
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int maxIndices,
|
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<a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</a> attributes)</pre>
|
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<div class="block">Creates a new Mesh with the given attributes. This is an expert method with no error checking. Use at your own risk.</div>
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<dl>
|
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<dt><span class="paramLabel">Parameters:</span></dt>
|
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<dd><code>type</code> - the <a href="../../../../com/badlogic/gdx/graphics/Mesh.VertexDataType.html" title="enum in com.badlogic.gdx.graphics"><code>Mesh.VertexDataType</code></a> to be used, VBO or VA.</dd>
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<dd><code>isStatic</code> - whether this mesh is static or not. Allows for internal optimizations.</dd>
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<dd><code>maxVertices</code> - the maximum number of vertices this mesh can hold</dd>
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<dd><code>maxIndices</code> - the maximum number of indices this mesh can hold</dd>
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<dd><code>attributes</code> - the <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttributes</code></a>.</dd>
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</dl>
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</li>
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<h4>setVertices</h4>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a> setVertices(float[] vertices)</pre>
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<div class="block">Sets the vertices of this Mesh. The attributes are assumed to be given in float format.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>vertices</code> - the vertices.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the mesh for invocation chaining.</dd>
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</dl>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a> setVertices(float[] vertices,
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int offset,
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int count)</pre>
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<div class="block">Sets the vertices of this Mesh. The attributes are assumed to be given in float format.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
|
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<dd><code>vertices</code> - the vertices.</dd>
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<dd><code>offset</code> - the offset into the vertices array</dd>
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<dd><code>count</code> - the number of floats to use</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the mesh for invocation chaining.</dd>
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</dl>
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<h4>updateVertices</h4>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a> updateVertices(int targetOffset,
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float[] source)</pre>
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<div class="block">Update (a portion of) the vertices. Does not resize the backing buffer.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>targetOffset</code> - the offset in number of floats of the mesh part.</dd>
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<dd><code>source</code> - the vertex data to update the mesh part with</dd>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a> updateVertices(int targetOffset,
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float[] source,
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int sourceOffset,
|
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int count)</pre>
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<div class="block">Update (a portion of) the vertices. Does not resize the backing buffer.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>targetOffset</code> - the offset in number of floats of the mesh part.</dd>
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<dd><code>source</code> - the vertex data to update the mesh part with</dd>
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<dd><code>sourceOffset</code> - the offset in number of floats within the source array</dd>
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<dd><code>count</code> - the number of floats to update</dd>
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<pre>public float[] getVertices(float[] vertices)</pre>
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<div class="block">Copies the vertices from the Mesh to the float array. The float array must be large enough to hold all the Mesh's vertices.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>vertices</code> - the array to copy the vertices to</dd>
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<pre>public float[] getVertices(int srcOffset,
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float[] vertices)</pre>
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<div class="block">Copies the the remaining vertices from the Mesh to the float array. The float array must be large enough to hold the
|
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remaining vertices.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
|
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<dd><code>srcOffset</code> - the offset (in number of floats) of the vertices in the mesh to copy</dd>
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<dd><code>vertices</code> - the array to copy the vertices to</dd>
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</dl>
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<pre>public float[] getVertices(int srcOffset,
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int count,
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float[] vertices)</pre>
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<div class="block">Copies the specified vertices from the Mesh to the float array. The float array must be large enough to hold count vertices.</div>
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<dl>
|
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<dt><span class="paramLabel">Parameters:</span></dt>
|
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<dd><code>srcOffset</code> - the offset (in number of floats) of the vertices in the mesh to copy</dd>
|
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<dd><code>count</code> - the amount of floats to copy</dd>
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<dd><code>vertices</code> - the array to copy the vertices to</dd>
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</dl>
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<pre>public float[] getVertices(int srcOffset,
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int count,
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float[] vertices,
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int destOffset)</pre>
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<div class="block">Copies the specified vertices from the Mesh to the float array. The float array must be large enough to hold
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destOffset+count vertices.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>srcOffset</code> - the offset (in number of floats) of the vertices in the mesh to copy</dd>
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<dd><code>count</code> - the amount of floats to copy</dd>
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<dd><code>vertices</code> - the array to copy the vertices to</dd>
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<dd><code>destOffset</code> - the offset (in floats) in the vertices array to start copying</dd>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a> setIndices(short[] indices)</pre>
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<div class="block">Sets the indices of this Mesh</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>indices</code> - the indices</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the mesh for invocation chaining.</dd>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a> setIndices(short[] indices,
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int offset,
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int count)</pre>
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<div class="block">Sets the indices of this Mesh.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>indices</code> - the indices</dd>
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<dd><code>offset</code> - the offset into the indices array</dd>
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<dd><code>count</code> - the number of indices to copy</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the mesh for invocation chaining.</dd>
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<pre>public void getIndices(short[] indices)</pre>
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<div class="block">Copies the indices from the Mesh to the short array. The short array must be large enough to hold all the Mesh's indices.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>indices</code> - the array to copy the indices to</dd>
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<pre>public void getIndices(short[] indices,
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int destOffset)</pre>
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<div class="block">Copies the indices from the Mesh to the short array. The short array must be large enough to hold destOffset + all the
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Mesh's indices.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>indices</code> - the array to copy the indices to</dd>
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<dd><code>destOffset</code> - the offset in the indices array to start copying</dd>
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<pre>public void getIndices(int srcOffset,
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short[] indices,
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int destOffset)</pre>
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<div class="block">Copies the remaining indices from the Mesh to the short array. The short array must be large enough to hold destOffset + all
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the remaining indices.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>srcOffset</code> - the zero-based offset of the first index to fetch</dd>
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<dd><code>indices</code> - the array to copy the indices to</dd>
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<dd><code>destOffset</code> - the offset in the indices array to start copying</dd>
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<pre>public void getIndices(int srcOffset,
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int count,
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short[] indices,
|
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int destOffset)</pre>
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<div class="block">Copies the indices from the Mesh to the short array. The short array must be large enough to hold destOffset + count
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indices.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>srcOffset</code> - the zero-based offset of the first index to fetch</dd>
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<dd><code>count</code> - the total amount of indices to copy</dd>
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<dd><code>indices</code> - the array to copy the indices to</dd>
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<dd><code>destOffset</code> - the offset in the indices array to start copying</dd>
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<pre>public int getNumIndices()</pre>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the number of defined indices</dd>
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<pre>public int getNumVertices()</pre>
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<dl>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the number of defined vertices</dd>
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</dl>
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<pre>public int getMaxVertices()</pre>
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<dl>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the maximum number of vertices this mesh can hold</dd>
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</dl>
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<pre>public int getMaxIndices()</pre>
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<dl>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the maximum number of indices this mesh can hold</dd>
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</dl>
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<pre>public int getVertexSize()</pre>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the size of a single vertex in bytes</dd>
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</dl>
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<pre>public void setAutoBind(boolean autoBind)</pre>
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<div class="block">Sets whether to bind the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexArray.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexArray</code></a> or <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> automatically on a call to one of the
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render methods. Usually you want to use autobind. Manual binding is an expert functionality. There is a driver bug on the
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MSM720xa chips that will fuck up memory if you manipulate the vertices and indices of a Mesh multiple times while it is
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bound. Keep this in mind.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>autoBind</code> - whether to autobind meshes.</dd>
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<pre>public void bind(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader)</pre>
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<div class="block">Binds the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> and <a href="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>IndexBufferObject</code></a> if indices where given. Use this with OpenGL
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ES 2.0 and when auto-bind is disabled.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>shader</code> - the shader (does not bind the shader)</dd>
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<pre>public void bind(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
|
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int[] locations)</pre>
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<div class="block">Binds the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> and <a href="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>IndexBufferObject</code></a> if indices where given. Use this with OpenGL
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ES 2.0 and when auto-bind is disabled.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>shader</code> - the shader (does not bind the shader)</dd>
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<dd><code>locations</code> - array containing the attribute locations.</dd>
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</dl>
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</ul>
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<pre>public void unbind(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader)</pre>
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<div class="block">Unbinds the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> and <a href="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>IndexBufferObject</code></a> is indices were given. Use this with OpenGL
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ES 1.x and when auto-bind is disabled.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>shader</code> - the shader (does not unbind the shader)</dd>
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</dl>
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</ul>
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<pre>public void unbind(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
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int[] locations)</pre>
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<div class="block">Unbinds the underlying <a href="../../../../com/badlogic/gdx/graphics/glutils/VertexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>VertexBufferObject</code></a> and <a href="../../../../com/badlogic/gdx/graphics/glutils/IndexBufferObject.html" title="class in com.badlogic.gdx.graphics.glutils"><code>IndexBufferObject</code></a> is indices were given. Use this with OpenGL
|
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ES 1.x and when auto-bind is disabled.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>shader</code> - the shader (does not unbind the shader)</dd>
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<dd><code>locations</code> - array containing the attribute locations.</dd>
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</dl>
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</ul>
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<pre>public void render(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
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int primitiveType)</pre>
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<div class="block"><p>
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Renders the mesh using the given primitive type. If indices are set for this mesh then getNumIndices() / #vertices per
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primitive primitives are rendered. If no indices are set then getNumVertices() / #vertices per primitive are rendered.
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</p>
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<p>
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This method will automatically bind each vertex attribute as specified at construction time via <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttributes</code></a> to
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the respective shader attributes. The binding is based on the alias defined for each VertexAttribute.
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</p>
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<p>
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This method must only be called after the <a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html#begin--"><code>ShaderProgram.begin()</code></a> method has been called!
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</p>
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<p>
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This method is intended for use with OpenGL ES 2.0 and will throw an IllegalStateException when OpenGL ES 1.x is used.
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</p></div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>primitiveType</code> - the primitive type</dd>
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<pre>public void render(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
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int primitiveType,
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int offset,
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int count)</pre>
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<div class="block"><p>
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Renders the mesh using the given primitive type. offset specifies the offset into either the vertex buffer or the index
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buffer depending on whether indices are defined. count specifies the number of vertices or indices to use thus count /
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#vertices per primitive primitives are rendered.
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</p>
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<p>
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This method will automatically bind each vertex attribute as specified at construction time via <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttributes</code></a> to
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the respective shader attributes. The binding is based on the alias defined for each VertexAttribute.
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</p>
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<p>
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This method must only be called after the <a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html#begin--"><code>ShaderProgram.begin()</code></a> method has been called!
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</p>
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<p>
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This method is intended for use with OpenGL ES 2.0 and will throw an IllegalStateException when OpenGL ES 1.x is used.
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</p></div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>shader</code> - the shader to be used</dd>
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<dd><code>primitiveType</code> - the primitive type</dd>
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<dd><code>offset</code> - the offset into the vertex or index buffer</dd>
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<dd><code>count</code> - number of vertices or indices to use</dd>
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</dl>
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<pre>public void render(<a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html" title="class in com.badlogic.gdx.graphics.glutils">ShaderProgram</a> shader,
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int primitiveType,
|
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int count,
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boolean autoBind)</pre>
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<div class="block"><p>
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Renders the mesh using the given primitive type. offset specifies the offset into either the vertex buffer or the index
|
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buffer depending on whether indices are defined. count specifies the number of vertices or indices to use thus count /
|
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#vertices per primitive primitives are rendered.
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</p>
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<p>
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This method will automatically bind each vertex attribute as specified at construction time via <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttributes</code></a> to
|
|
the respective shader attributes. The binding is based on the alias defined for each VertexAttribute.
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</p>
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<p>
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This method must only be called after the <a href="../../../../com/badlogic/gdx/graphics/glutils/ShaderProgram.html#begin--"><code>ShaderProgram.begin()</code></a> method has been called!
|
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</p>
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<p>
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This method is intended for use with OpenGL ES 2.0 and will throw an IllegalStateException when OpenGL ES 1.x is used.
|
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</p></div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
|
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<dd><code>shader</code> - the shader to be used</dd>
|
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<dd><code>primitiveType</code> - the primitive type</dd>
|
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<dd><code>offset</code> - the offset into the vertex or index buffer</dd>
|
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<dd><code>count</code> - number of vertices or indices to use</dd>
|
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<dd><code>autoBind</code> - overrides the autoBind member of this Mesh</dd>
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</dl>
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<pre>public void dispose()</pre>
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<div class="block">Frees all resources associated with this Mesh</div>
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<dl>
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<dt><span class="overrideSpecifyLabel">Specified by:</span></dt>
|
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<dd><code><a href="../../../../com/badlogic/gdx/utils/Disposable.html#dispose--">dispose</a></code> in interface <code><a href="../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</a></code></dd>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics">VertexAttribute</a> getVertexAttribute(int usage)</pre>
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<div class="block">Returns the first <a href="../../../../com/badlogic/gdx/graphics/VertexAttribute.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttribute</code></a> having the given <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.Usage.html" title="class in com.badlogic.gdx.graphics"><code>VertexAttributes.Usage</code></a>.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>usage</code> - the Usage.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the VertexAttribute or null if no attribute with that usage was found.</dd>
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</dl>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/VertexAttributes.html" title="class in com.badlogic.gdx.graphics">VertexAttributes</a> getVertexAttributes()</pre>
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<dl>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the vertex attributes of this Mesh</dd>
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<pre>public java.nio.FloatBuffer getVerticesBuffer()</pre>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the backing FloatBuffer holding the vertices. Does not have to be a direct buffer on Android!</dd>
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<pre>public <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> calculateBoundingBox()</pre>
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<div class="block">Calculates the <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> of the vertices contained in this mesh. In case no vertices are defined yet a
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<a href="../../../../com/badlogic/gdx/utils/GdxRuntimeException.html" title="class in com.badlogic.gdx.utils"><code>GdxRuntimeException</code></a> is thrown. This method creates a new BoundingBox instance.</div>
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<dl>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the bounding box.</dd>
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<pre>public void calculateBoundingBox(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> bbox)</pre>
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<div class="block">Calculates the <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> of the vertices contained in this mesh. In case no vertices are defined yet a
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<a href="../../../../com/badlogic/gdx/utils/GdxRuntimeException.html" title="class in com.badlogic.gdx.utils"><code>GdxRuntimeException</code></a> is thrown.</div>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>bbox</code> - the bounding box to store the result in.</dd>
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<pre>public <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> calculateBoundingBox(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> out,
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int offset,
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int count)</pre>
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<div class="block">Calculate the <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> of the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>out</code> - the bounding box to store the result in.</dd>
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<dd><code>offset</code> - the start index of the part.</dd>
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<dd><code>count</code> - the amount of indices the part contains.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the value specified by out.</dd>
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<pre>public <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> calculateBoundingBox(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> out,
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int offset,
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int count,
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<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</pre>
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<div class="block">Calculate the <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> of the specified part.</div>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>out</code> - the bounding box to store the result in.</dd>
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<dd><code>offset</code> - the start index of the part.</dd>
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<dd><code>count</code> - the amount of indices the part contains.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the value specified by out.</dd>
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</dl>
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<a name="extendBoundingBox-com.badlogic.gdx.math.collision.BoundingBox-int-int-">
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<pre>public <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> extendBoundingBox(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> out,
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int offset,
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int count)</pre>
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<div class="block">Extends the specified <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> with the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>out</code> - the bounding box to store the result in.</dd>
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<dd><code>offset</code> - the start index of the part.</dd>
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<dd><code>count</code> - the amount of indices the part contains.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the value specified by out.</dd>
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<pre>public <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> extendBoundingBox(<a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox</a> out,
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int offset,
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<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</pre>
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<div class="block">Extends the specified <a href="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><code>BoundingBox</code></a> with the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>out</code> - the bounding box to store the result in.</dd>
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<dd><code>offset</code> - the start of the part.</dd>
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<dd><code>count</code> - the size of the part.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the value specified by out.</dd>
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<pre>public float calculateRadiusSquared(float centerX,
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float centerY,
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float centerZ,
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int offset,
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int count,
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<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</pre>
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<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>centerX</code> - The X coordinate of the center of the bounding sphere</dd>
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<dd><code>centerY</code> - The Y coordinate of the center of the bounding sphere</dd>
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<dd><code>centerZ</code> - The Z coordinate of the center of the bounding sphere</dd>
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<dd><code>offset</code> - the start index of the part.</dd>
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<dd><code>count</code> - the amount of indices the part contains.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the squared radius of the bounding sphere.</dd>
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<pre>public float calculateRadius(float centerX,
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float centerY,
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float centerZ,
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int offset,
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int count,
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<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</pre>
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<div class="block">Calculates the radius of the bounding sphere around the specified center for the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>centerX</code> - The X coordinate of the center of the bounding sphere</dd>
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<dd><code>centerY</code> - The Y coordinate of the center of the bounding sphere</dd>
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<dd><code>centerZ</code> - The Z coordinate of the center of the bounding sphere</dd>
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<dd><code>offset</code> - the start index of the part.</dd>
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<dd><code>count</code> - the amount of indices the part contains.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the radius of the bounding sphere.</dd>
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<pre>public float calculateRadius(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> center,
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int offset,
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int count,
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<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> transform)</pre>
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<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>center</code> - The center of the bounding sphere</dd>
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<dd><code>offset</code> - the start index of the part.</dd>
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<dd><code>count</code> - the amount of indices the part contains.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the squared radius of the bounding sphere.</dd>
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</dl>
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<pre>public float calculateRadius(float centerX,
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float centerY,
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float centerZ,
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int offset,
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int count)</pre>
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<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>centerX</code> - The X coordinate of the center of the bounding sphere</dd>
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<dd><code>centerY</code> - The Y coordinate of the center of the bounding sphere</dd>
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<dd><code>centerZ</code> - The Z coordinate of the center of the bounding sphere</dd>
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<dd><code>offset</code> - the start index of the part.</dd>
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<dd><code>count</code> - the amount of indices the part contains.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the squared radius of the bounding sphere.</dd>
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</dl>
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<pre>public float calculateRadius(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> center,
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int offset,
|
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int count)</pre>
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<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>center</code> - The center of the bounding sphere</dd>
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<dd><code>offset</code> - the start index of the part.</dd>
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<dd><code>count</code> - the amount of indices the part contains.</dd>
|
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the squared radius of the bounding sphere.</dd>
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</dl>
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<pre>public float calculateRadius(float centerX,
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float centerY,
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float centerZ)</pre>
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<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>centerX</code> - The X coordinate of the center of the bounding sphere</dd>
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<dd><code>centerY</code> - The Y coordinate of the center of the bounding sphere</dd>
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<dd><code>centerZ</code> - The Z coordinate of the center of the bounding sphere</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the squared radius of the bounding sphere.</dd>
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</dl>
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</ul>
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<pre>public float calculateRadius(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> center)</pre>
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<div class="block">Calculates the squared radius of the bounding sphere around the specified center for the specified part.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>center</code> - The center of the bounding sphere</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the squared radius of the bounding sphere.</dd>
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</dl>
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</ul>
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<h4>getIndicesBuffer</h4>
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<pre>public java.nio.ShortBuffer getIndicesBuffer()</pre>
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<dl>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the backing shortbuffer holding the indices. Does not have to be a direct buffer on Android!</dd>
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</dl>
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</li>
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</ul>
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<a name="invalidateAllMeshes-com.badlogic.gdx.Application-">
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<h4>invalidateAllMeshes</h4>
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<pre>public static void invalidateAllMeshes(<a href="../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</a> app)</pre>
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<div class="block">Invalidates all meshes so the next time they are rendered new VBO handles are generated.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>app</code> - </dd>
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</dl>
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</ul>
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<h4>clearAllMeshes</h4>
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<pre>public static void clearAllMeshes(<a href="../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</a> app)</pre>
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<div class="block">Will clear the managed mesh cache. I wouldn't use this if i was you :)</div>
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<h4>getManagedStatus</h4>
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<pre>public static java.lang.String getManagedStatus()</pre>
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<h4>scale</h4>
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<pre>public void scale(float scaleX,
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float scaleY,
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float scaleZ)</pre>
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<div class="block">Method to scale the positions in the mesh. Normals will be kept as is. This is a potentially slow operation, use with care.
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It will also create a temporary float[] which will be garbage collected.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>scaleX</code> - scale on x</dd>
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<dd><code>scaleY</code> - scale on y</dd>
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<dd><code>scaleZ</code> - scale on z</dd>
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</dl>
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</ul>
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<h4>transform</h4>
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<pre>public void transform(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> matrix)</pre>
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<div class="block">Method to transform the positions in the mesh. Normals will be kept as is. This is a potentially slow operation, use with
|
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care. It will also create a temporary float[] which will be garbage collected.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>matrix</code> - the transformation matrix</dd>
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</dl>
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<h4>transform</h4>
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<pre>public void transform(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> matrix,
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int start,
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int count)</pre>
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<a name="transform-com.badlogic.gdx.math.Matrix4-float:A-int-int-int-int-int-">
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<h4>transform</h4>
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<pre>public static void transform(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> matrix,
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float[] vertices,
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int vertexSize,
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int offset,
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int dimensions,
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int start,
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int count)</pre>
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<div class="block">Method to transform the positions in the float array. Normals will be kept as is. This is a potentially slow operation, use
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with care.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>matrix</code> - the transformation matrix</dd>
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<dd><code>vertices</code> - the float array</dd>
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<dd><code>vertexSize</code> - the number of floats in each vertex</dd>
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<dd><code>offset</code> - the offset within a vertex to the position</dd>
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<dd><code>dimensions</code> - the size of the position</dd>
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<dd><code>start</code> - the vertex to start with</dd>
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<dd><code>count</code> - the amount of vertices to transform</dd>
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</dl>
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<h4>transformUV</h4>
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<pre>public void transformUV(<a href="../../../../com/badlogic/gdx/math/Matrix3.html" title="class in com.badlogic.gdx.math">Matrix3</a> matrix)</pre>
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<div class="block">Method to transform the texture coordinates in the mesh. This is a potentially slow operation, use with care. It will also
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create a temporary float[] which will be garbage collected.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>matrix</code> - the transformation matrix</dd>
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</dl>
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</li>
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</ul>
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<a name="transformUV-com.badlogic.gdx.math.Matrix3-int-int-">
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<h4>transformUV</h4>
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<pre>protected void transformUV(<a href="../../../../com/badlogic/gdx/math/Matrix3.html" title="class in com.badlogic.gdx.math">Matrix3</a> matrix,
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int start,
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int count)</pre>
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<a name="transformUV-com.badlogic.gdx.math.Matrix3-float:A-int-int-int-int-">
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<h4>transformUV</h4>
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<pre>public static void transformUV(<a href="../../../../com/badlogic/gdx/math/Matrix3.html" title="class in com.badlogic.gdx.math">Matrix3</a> matrix,
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float[] vertices,
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int vertexSize,
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int offset,
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int start,
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int count)</pre>
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<div class="block">Method to transform the texture coordinates (UV) in the float array. This is a potentially slow operation, use with care.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>matrix</code> - the transformation matrix</dd>
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<dd><code>vertices</code> - the float array</dd>
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<dd><code>vertexSize</code> - the number of floats in each vertex</dd>
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<dd><code>offset</code> - the offset within a vertex to the texture location</dd>
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<dd><code>start</code> - the vertex to start with</dd>
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<dd><code>count</code> - the amount of vertices to transform</dd>
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</dl>
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</li>
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<h4>copy</h4>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a> copy(boolean isStatic,
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boolean removeDuplicates,
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int[] usage)</pre>
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<div class="block">Copies this mesh optionally removing duplicate vertices and/or reducing the amount of attributes.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>isStatic</code> - whether the new mesh is static or not. Allows for internal optimizations.</dd>
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<dd><code>removeDuplicates</code> - whether to remove duplicate vertices if possible. Only the vertices specified by usage are checked.</dd>
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<dd><code>usage</code> - which attributes (if available) to copy</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the copy of this mesh</dd>
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</dl>
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</li>
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<a name="copy-boolean-">
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<h4>copy</h4>
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<pre>public <a href="../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh</a> copy(boolean isStatic)</pre>
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<div class="block">Copies this mesh.</div>
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<dl>
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<dt><span class="paramLabel">Parameters:</span></dt>
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<dd><code>isStatic</code> - whether the new mesh is static or not. Allows for internal optimizations.</dd>
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<dt><span class="returnLabel">Returns:</span></dt>
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<dd>the copy of this mesh</dd>
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</dl>
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