Searched refs:bindBuffer (Results 1 - 8 of 8) sorted by relevance
/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample2/ |
H A D | shadow2_demo.js | 132 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer); 151 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer); 160 gl.bindBuffer(gl.ARRAY_BUFFER, buffer); 195 gl.bindBuffer(gl.ARRAY_BUFFER, null); 196 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); 275 gl.bindBuffer(gl.ARRAY_BUFFER, null); 276 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); 283 gl.bindBuffer(gl.ARRAY_BUFFER, buffer); 293 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
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H A D | panorama2_demo.js | 58 gl.bindBuffer(gl.ARRAY_BUFFER, buffer); //绑定缓冲区 63 gl.bindBuffer(gl.ARRAY_BUFFER, texBuffer); 68 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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H A D | cube2_demo.js | 119 gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample/ |
H A D | shadow_demo.js | 130 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer); 149 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer); 158 gl.bindBuffer(gl.ARRAY_BUFFER, buffer); 193 gl.bindBuffer(gl.ARRAY_BUFFER, null); 194 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); 273 gl.bindBuffer(gl.ARRAY_BUFFER, null); 274 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); 281 gl.bindBuffer(gl.ARRAY_BUFFER, buffer); 291 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
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H A D | panorama_demo.js | 55 gl.bindBuffer(gl.ARRAY_BUFFER, buffer); //绑定缓冲区 60 gl.bindBuffer(gl.ARRAY_BUFFER, texBuffer); 65 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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H A D | cube_demo.js | 119 gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/ |
H A D | render_backend_gles.h | 182 uint32_t bindBuffer; member
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H A D | render_backend_gles.cpp | 2567 auto bindBuffer = [this](uint32_t target, uint32_t binding, const Gles::Bind::BufferType& buffer) { in BindResources() local 2570 ++perfCounters_.bindBuffer; in BindResources() 2623 bindBuffer(GL_UNIFORM_BUFFER, binding, obj.buffer); in BindResources() 2625 bindBuffer(GL_SHADER_STORAGE_BUFFER, binding, obj.buffer); in BindResources() 2732 perfData->UpdateData(name, "Backend_Count_BindBuffer", perfCounters_.bindBuffer); in CopyPerfTimeStamp()
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