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