I guess the BasicGLSurfaceView sample pretty much shows the correct way to
allocate memory for OpenGL:
mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
* FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
I wouldn't mind seeing something a little cleaner than that.
On Tuesday, January 8, 2013 12:51:21 PM UTC-6, a1 wrote:
>
>
>
> W dniu wtorek, 8 stycznia 2013 18:39:38 UTC+1 użytkownik bob napisał:
>>
>> Well, I was getting this error:
>>
>> ... called a GL11 Pointer method with an indirect Buffer
>>
>>
>> As a long shot, I was hoping maybe OpenGL 1.0 would just let me use
>> indirect Buffers. Then maybe I wouldn't have to change as much code.
>>
>
> You should really google first for this error. It has nothing to do with
> GL spec version, you've used java nio buffer allocated with Buffer.allocate
> instead Buffer.allocateDirect. Later allocate chunk of memory on native
> heap and former simply allocate java array. Problem is that chunk of memory
> allocated on VM heap may be moved around, that's why you need direct buffer
> for GL calls. I do remember that on 1.5 or maybe 1.1 GL call didn't check
> buffer type and there was a lot of errors when apps used indirect buffers
> with GL.
>
> --
> Bart
>
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