package com.rendernode.test.mesh; import com.glview.graphics.mesh.BasicMesh; import com.glview.libgdx.graphics.VertexAttribute; import com.glview.libgdx.graphics.VertexAttributes.Usage; import com.glview.libgdx.graphics.glutils.ShaderProgram; import com.glview.libgdx.graphics.opengl.GL20; public class TestMesh1 extends BasicMesh { float[] vertices; short[] indices; public TestMesh1() { super(GL20.GL_TRIANGLES, new VertexAttribute(Usage.Position, 2, ShaderProgram.POSITION_ATTRIBUTE)); vertices = new float[18]; vertices[0] = 0; vertices[1] = 0; vertices[2] = 100; vertices[3] = 0; vertices[4] = 200; vertices[5] = 0; vertices[6] = 0; vertices[7] = 100; vertices[8] = 100; vertices[9] = 100; vertices[10] = 200; vertices[11] = 100; vertices[12] = 0; vertices[13] = 200; vertices[14] = 100; vertices[15] = 200; vertices[16] = 200; vertices[17] = 200; indices = new short[6]; indices[0] = 0; indices[1] = 1; indices[2] = 3; indices[3] = 3; indices[4] = 6; indices[5] = 4; setVertexCount(9); setIndexCount(indices.length); } @Override public float[] generateVertices() { return vertices; } @Override public short[] generateIndices() { return indices; } }