Java Code Examples for org.lwjgl.opengl.GL15#glBindBuffer()
The following examples show how to use
org.lwjgl.opengl.GL15#glBindBuffer() .
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Example 1
Source File: GL33Helper.java From ldparteditor with MIT License | 7 votes |
public static void drawLinesRGB_GeneralSlow(float[] vertices) { int VBO_general = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 0); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 12); // 3 * 4 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawArrays(GL11.GL_LINES, 0, vertices.length); GL15.glDeleteBuffers(VBO_general); }
Example 2
Source File: DesktopComputeJobManager.java From graphicsfuzz with Apache License 2.0 | 6 votes |
@Override public JsonObject executeComputeShader() { GL20.glUseProgram(program); checkError(); GL43.glDispatchCompute(numGroups[0], numGroups[1], numGroups[2]); checkError(); GL42.glMemoryBarrier(GL43.GL_SHADER_STORAGE_BARRIER_BIT); checkError(); GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, shaderStorageBufferObject); checkError(); final IntBuffer dataFromComputeShader = GL15.glMapBuffer(GL43.GL_SHADER_STORAGE_BUFFER, GL15.GL_READ_ONLY) .asIntBuffer(); checkError(); final JsonArray jsonArray = new JsonArray(); for (int i = 0; i < dataFromComputeShader.limit(); i++) { jsonArray.add(dataFromComputeShader.get(i)); } final JsonObject result = new JsonObject(); result.add("output", jsonArray); return result; }
Example 3
Source File: GL33HelperPrimitives.java From ldparteditor with MIT License | 6 votes |
public static void drawTrianglesIndexedRGB_Triangle(float[] vertices, int[] indices) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_triangle); GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, vertices); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO_triangle); GL15.glBufferSubData(GL15.GL_ELEMENT_ARRAY_BUFFER, 0, indices); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 0); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 12); // 3 * 4 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_INT, 0); }
Example 4
Source File: CurveRenderState.java From opsu with GNU General Public License v3.0 | 6 votes |
/** * Restore the old OpenGL state that's backed up in {@code state}. * @param state the old state to restore */ private void restoreRenderState(RenderState state) { GL11.glEnable(GL11.GL_BLEND); GL20.glUseProgram(state.oldProgram); GL11.glDisable(GL11.GL_TEXTURE_1D); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer); if (!state.depthWriteEnabled) GL11.glDepthMask(false); if (!state.depthEnabled) GL11.glDisable(GL11.GL_DEPTH_TEST); if (state.texEnabled) GL11.glEnable(GL11.GL_TEXTURE_2D); if (state.smoothedPoly) GL11.glEnable(GL11.GL_POLYGON_SMOOTH); if (!state.blendEnabled) GL11.glDisable(GL11.GL_BLEND); }
Example 5
Source File: GL33Helper.java From ldparteditor with MIT License | 6 votes |
public static void drawTriangleVAO_GeneralSlow(float[] vertices) { int VAO_general = GL30.glGenVertexArrays(); int VBO_general = GL15.glGenBuffers(); GL30.glBindVertexArray(VAO_general); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, 12, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(VAO_general); GL15.glDeleteBuffers(VBO_general); }
Example 6
Source File: GL33HelperPrimitives.java From ldparteditor with MIT License | 6 votes |
public static void drawTrianglesIndexedRGB_Quad(float[] vertices, int[] indices) { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_quad); GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0 , vertices); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO_quad); GL15.glBufferSubData(GL15.GL_ELEMENT_ARRAY_BUFFER, 0, indices); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 0); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 12); // 3 * 4 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, 12, GL11.GL_UNSIGNED_INT, 0); }
Example 7
Source File: DesktopComputeJobManager.java From graphicsfuzz with Apache License 2.0 | 6 votes |
@Override public void prepareEnvironment(JsonObject environmentJson) { final JsonObject bufferJson = environmentJson.get("buffer").getAsJsonObject(); final int bufferBinding = bufferJson.get("binding").getAsInt(); final int[] bufferInput = UniformSetter.getIntArray(bufferJson.get("input").getAsJsonArray()); final IntBuffer intBufferData = BufferUtils.createIntBuffer(bufferInput.length); intBufferData.put(bufferInput); intBufferData.flip(); shaderStorageBufferObject = GL15.glGenBuffers(); checkError(); GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, shaderStorageBufferObject); checkError(); GL15.glBufferData(GL43.GL_SHADER_STORAGE_BUFFER, intBufferData, GL15.GL_STATIC_DRAW); checkError(); GL30.glBindBufferBase(GL43.GL_SHADER_STORAGE_BUFFER, bufferBinding, shaderStorageBufferObject); checkError(); numGroups = UniformSetter.getIntArray(environmentJson.get("num_groups").getAsJsonArray()); }
Example 8
Source File: LegacyCurveRenderState.java From opsu with GNU General Public License v3.0 | 5 votes |
/** * Do the actual drawing of the curve into the currently bound framebuffer. * @param color the color of the curve * @param borderColor the curve border color */ private void renderCurve(Color color, Color borderColor, int from, int to, boolean clearFirst) { staticState.initGradient(); RenderState state = saveRenderState(); staticState.initShaderProgram(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, fbo.getVbo()); GL20.glUseProgram(staticState.program); GL20.glEnableVertexAttribArray(staticState.attribLoc); GL20.glEnableVertexAttribArray(staticState.texCoordLoc); GL20.glUniform1i(staticState.texLoc, 0); GL20.glUniform3f(staticState.colLoc, color.r, color.g, color.b); GL20.glUniform4f(staticState.colBorderLoc, borderColor.r, borderColor.g, borderColor.b, borderColor.a); //stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w) //2*4 is for skipping the first 2 floats (u,v) GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4); GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0); if (clearFirst) GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); if (pointsToRender == null) { for (int i = from * 2; i < to * 2 - 1; ++i) { if (spliceFrom <= i && i <= spliceTo) continue; GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2); } } else { Iterator<Integer> iter = pointsToRender.iterator(); while (iter.hasNext()) { for (int i = iter.next() * 2, end = iter.next() * 2 - 1; i < end; ++i) GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2); } } GL11.glFlush(); GL20.glDisableVertexAttribArray(staticState.texCoordLoc); GL20.glDisableVertexAttribArray(staticState.attribLoc); restoreRenderState(state); }
Example 9
Source File: GL33Helper.java From ldparteditor with MIT License | 5 votes |
public static void drawTriangle_GeneralSlow(float[] vertices) { int VBO_general = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, 12, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3); GL15.glDeleteBuffers(VBO_general); }
Example 10
Source File: Renderer.java From mars-sim with GNU General Public License v3.0 | 5 votes |
public void renderMesh(Mesh mesh) { GL30.glBindVertexArray(mesh.getVAO()); GL30.glEnableVertexAttribArray(0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, mesh.getIBO()); GL11.glDrawElements(GL11.GL_TRIANGLES, mesh.getIndices().length, GL11.GL_UNSIGNED_INT, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL30.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); }
Example 11
Source File: Mesh.java From mars-sim with GNU General Public License v3.0 | 5 votes |
public void create() { vao = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vao); FloatBuffer positionBuffer = MemoryUtil.memAllocFloat(vertices.length * 3); float[] positionData = new float[vertices.length * 3]; for (int i = 0; i < vertices.length; i++) { positionData[i * 3] = vertices[i].getPosition().getX(); positionData[i * 3 + 1] = vertices[i].getPosition().getY(); positionData[i * 3 + 2] = vertices[i].getPosition().getZ(); } positionBuffer.put(positionData).flip(); pbo = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, pbo); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, positionBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); IntBuffer indicesBuffer = MemoryUtil.memAllocInt(indices.length); indicesBuffer.put(indices).flip(); ibo = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); }
Example 12
Source File: OpenGL3_TheQuadTextured.java From ldparteditor with MIT License | 5 votes |
private void destroyOpenGL() { // Delete the texture GL11.glDeleteTextures(texIds[0]); GL11.glDeleteTextures(texIds[1]); // Delete the shaders GL20.glUseProgram(0); GL20.glDetachShader(pId, vsId); GL20.glDetachShader(pId, fsId); GL20.glDeleteShader(vsId); GL20.glDeleteShader(fsId); GL20.glDeleteProgram(pId); // Select the VAO GL30.glBindVertexArray(vaoId); // Disable the VBO index from the VAO attributes list GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); // Delete the vertex VBO GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboId); // Delete the index VBO GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboiId); // Delete the VAO GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); this.exitOnGLError("destroyOpenGL"); Display.destroy(); }
Example 13
Source File: LWJGL15DrawContext.java From settlers-remake with MIT License | 5 votes |
protected void bindGeometry(GeometryHandle geometry) { if(lastGeometry != geometry) { int id = 0; if (geometry != null) { id = geometry.getInternalId(); } GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, id); lastGeometry = geometry; } }
Example 14
Source File: Vbo.java From OpenGL-Animation with The Unlicense | 4 votes |
public void unbind(){ GL15.glBindBuffer(type, 0); }
Example 15
Source File: Vbo.java From OpenGL-Animation with The Unlicense | 4 votes |
public void bind(){ GL15.glBindBuffer(type, vboId); }
Example 16
Source File: OpenGL3_TheQuadTextured.java From ldparteditor with MIT License | 4 votes |
private void setupQuad() { // We'll define our quad using 4 vertices of the custom 'TexturedVertex' class TexturedVertex v0 = new TexturedVertex(); v0.setXYZ(-0.5f, 0.5f, 0); v0.setRGB(1, 0, 0); v0.setST(0, 0); TexturedVertex v1 = new TexturedVertex(); v1.setXYZ(-0.5f, -0.5f, 0); v1.setRGB(0, 1, 0); v1.setST(0, 1); TexturedVertex v2 = new TexturedVertex(); v2.setXYZ(0.5f, -0.5f, 0); v2.setRGB(0, 0, 1); v2.setST(1, 1); TexturedVertex v3 = new TexturedVertex(); v3.setXYZ(0.5f, 0.5f, 0); v3.setRGB(1, 1, 1); v3.setST(1, 0); TexturedVertex[] vertices = new TexturedVertex[] {v0, v1, v2, v3}; // Put each 'Vertex' in one FloatBuffer FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length * TexturedVertex.elementCount); for (int i = 0; i < vertices.length; i++) { // Add position, color and texture floats to the buffer verticesBuffer.put(vertices[i].getElements()); } verticesBuffer.flip(); // OpenGL expects to draw vertices in counter clockwise order by default byte[] indices = { 0, 1, 2, 2, 3, 0 }; indicesCount = indices.length; ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount); indicesBuffer.put(indices); indicesBuffer.flip(); // Create a new Vertex Array Object in memory and select it (bind) vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); // Create a new Vertex Buffer Object in memory and select it (bind) vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW); // Put the position coordinates in attribute list 0 GL20.glVertexAttribPointer(0, TexturedVertex.positionElementCount, GL11.GL_FLOAT, false, TexturedVertex.stride, TexturedVertex.positionByteOffset); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, TexturedVertex.colorElementCount, GL11.GL_FLOAT, false, TexturedVertex.stride, TexturedVertex.colorByteOffset); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(2, TexturedVertex.textureElementCount, GL11.GL_FLOAT, false, TexturedVertex.stride, TexturedVertex.textureByteOffset); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Deselect (bind to 0) the VAO GL30.glBindVertexArray(0); // Create a new VBO for the indices and select it (bind) - INDICES vboiId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); this.exitOnGLError("setupQuad"); }
Example 17
Source File: OpenGL3_TheQuadTextured.java From ldparteditor with MIT License | 4 votes |
private void loopCycle() { // Logic while(Keyboard.next()) { // Only listen to events where the key was pressed (down event) if (!Keyboard.getEventKeyState()) continue; // Switch textures depending on the key released switch (Keyboard.getEventKey()) { case Keyboard.KEY_1: textureSelector = 0; break; case Keyboard.KEY_2: textureSelector = 1; break; } } // Render GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL20.glUseProgram(pId); // Bind the texture GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texIds[textureSelector]); // Bind to the VAO that has all the information about the vertices GL30.glBindVertexArray(vaoId); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); // Bind to the index VBO that has all the information about the order of the vertices GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); // Draw the vertices GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0); // Put everything back to default (deselect) GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL30.glBindVertexArray(0); GL20.glUseProgram(0); this.exitOnGLError("loopCycle"); }
Example 18
Source File: vboWithRGBA.java From ldparteditor with MIT License | 4 votes |
@Override public void init() { Matrix4f.setIdentity(viewport); shaderProgram = new GLShader("primitive.vert", "primitive.frag"); //$NON-NLS-1$ //$NON-NLS-2$ shaderProgram.use(); GL11.glClearDepth(1.0f); GL11.glClearColor(View.primitive_background_Colour_r[0], View.primitive_background_Colour_g[0], View.primitive_background_Colour_b[0], 1.0f); // Set up vertex data (and buffer(s)) and attribute pointers float[] vertices = new float[]{ 0.5f, 0.5f, 0.0f, // Top Right 0.0f, 0.0f, 1.0f, // Normal 1.0f, 0.0f, 0.0f, 1.0f, // Colour 0.5f, -0.5f, 0.0f, // Bottom Right 0.0f, 0.0f, 1.0f, // Normal 0.0f, 1.0f, 0.0f, 1.0f, // Colour -0.5f, -0.5f, 0.0f, // Bottom Left 0.0f, 0.0f, 1.0f, // Normal 0.0f, 0.0f, 1.0f, 1.0f, // Colour }; VAO = GL30.glGenVertexArrays(); VBO = GL15.glGenBuffers(); // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s). GL30.glBindVertexArray(VAO); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STATIC_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, (3 + 3 + 4) * 4, 0); GL20.glEnableVertexAttribArray(NORMAL_SHADER_LOCATION); GL20.glVertexAttribPointer(NORMAL_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, (3 + 3 + 4) * 4, 3 * 4); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 4, GL11.GL_FLOAT, false, (3 + 3 + 4) * 4, (3 + 3) * 4); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind GL30.glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO }
Example 19
Source File: Vbo.java From LowPolyWater with The Unlicense | 4 votes |
public void bind(){ GL15.glBindBuffer(type, vboId); }
Example 20
Source File: GearGL33.java From ldparteditor with MIT License | 3 votes |
public void draw(GLMatrixStack stack, GLShader shader, float x, float y, float z, float r, float g, float b) { final GLShader backup = stack.getShader(); stack.setShader(shader); shader.use(); stack.glPushMatrix(); stack.glLoadIdentity(); stack.glTranslatef(x, y, z); final int colour = shader.getUniformLocation("color"); //$NON-NLS-1$ GL20.glUniform3f(colour, r, g, b); final int VBO = GL15.glGenBuffers(); final int EBO = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, bvertices, GL15.GL_STREAM_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, bindices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(0); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 12, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, bindices.capacity(), GL11.GL_UNSIGNED_INT, 0); GL15.glDeleteBuffers(VBO); GL15.glDeleteBuffers(EBO); stack.setShader(backup); backup.use(); stack.glPopMatrix(); }