v0.7.4b: Initial LibGDX commit! more details below:

Large sections of game logic are now working through libgdx instead of
android libraries. There is still work to do but this is the first
major step. Big changes include:
- Graphics code is now through LibGDX (except for text rendering)
- Initialization and screen-handling logic is now mostly through LibGDX
- Audio is now through LibGDX
- Input handling is now through LibGDX
- Most misc functions are now through LibGDX
This commit is contained in:
Evan Debenham
2019-07-30 16:50:40 -04:00
parent f10be84a10
commit 2a523f2ea2
42 changed files with 828 additions and 972 deletions
@@ -21,8 +21,7 @@
package com.watabou.glwrap;
import android.opengl.GLES20;
import android.os.Build;
import com.badlogic.gdx.Gdx;
import java.nio.FloatBuffer;
@@ -39,18 +38,18 @@ public class Attribute {
}
public void enable() {
GLES20.glEnableVertexAttribArray( location );
Gdx.gl.glEnableVertexAttribArray( location );
}
public void disable() {
GLES20.glDisableVertexAttribArray( location );
Gdx.gl.glDisableVertexAttribArray( location );
}
public void vertexPointer( int size, int stride, FloatBuffer ptr ) {
GLES20.glVertexAttribPointer( location, size, GLES20.GL_FLOAT, false, stride * 4, ptr );
Gdx.gl.glVertexAttribPointer( location, size, Gdx.gl.GL_FLOAT, false, stride * 4, ptr );
}
public void vertexBuffer( int size, int stride, int offset) {
GLES20.glVertexAttribPointer(location, size, GLES20.GL_FLOAT, false, stride * 4, offset * 4);
Gdx.gl.glVertexAttribPointer(location, size, Gdx.gl.GL_FLOAT, false, stride * 4, offset * 4);
}
}