v0.4.2: updated quad indicies to be stored in a VBO
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@@ -55,6 +55,9 @@ public class NoosaScript extends Script {
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uColorA = uniform( "uColorA" );
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aXY = attribute( "aXYZW" );
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aUV = attribute( "aUV" );
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Quad.setupIndices();
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Quad.bindIndices();
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}
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@@ -75,11 +78,13 @@ public class NoosaScript extends Script {
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vertices.position( 2 );
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aUV.vertexPointer( 2, 4, vertices );
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Quad.releaseIndices();
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GLES20.glDrawElements( GLES20.GL_TRIANGLES, size, GLES20.GL_UNSIGNED_SHORT, indices );
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Quad.bindIndices();
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}
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//FIXME need to do some voodoo to get this working properly on android 2.2
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public void drawQuad( FloatBuffer vertices ) {
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vertices.position( 0 );
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@@ -88,7 +93,7 @@ public class NoosaScript extends Script {
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vertices.position( 2 );
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aUV.vertexPointer( 2, 4, vertices );
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GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE, GLES20.GL_UNSIGNED_SHORT, Quad.getIndices( 1 ) );
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GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE, GLES20.GL_UNSIGNED_SHORT, 0 );
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}
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@@ -104,11 +109,7 @@ public class NoosaScript extends Script {
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vertices.position( 2 );
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aUV.vertexPointer( 2, 4, vertices );
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GLES20.glDrawElements(
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GLES20.GL_TRIANGLES,
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Quad.SIZE * size,
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GLES20.GL_UNSIGNED_SHORT,
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Quad.getIndices( size ) );
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GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE * size, GLES20.GL_UNSIGNED_SHORT, 0 );
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}
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