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;
}
}