After flipping throw the Grass Live Wallpaper, I have come around this bit of code - it creates the grass blade mesh and sets it indices:
private void createMesh() {
mVertexBuffer = new ScriptField_Vertex(mRS, mVerticies * 2);
final Mesh.AllocationBuilder meshBuilder = new Mesh.AllocationBuilder(mRS);
meshBuilder.addVertexAllocation(mVertexBuffer.getAllocation());
mBladesIndicies = Allocation.createSized(mRS, Element.U16(mRS), mIndicies);
meshBuilder.addIndexSetAllocation(mBladesIndicies, Primitive.TRIANGLE);
mBladesMesh = meshBuilder.create();
short[] idx = new short[mIndicies];
int idxIdx = 0;
int vtxIdx = 0;
for (int i = 0; i < mBladeSizes.length; i++) {
for (int ct = 0; ct < mBladeSizes[i]; ct ++) {
idx[idxIdx + 0] = (short)(vtxIdx + 0);
idx[idxIdx + 1] = (short)(vtxIdx + 1);
idx[idxIdx + 2] = (short)(vtxIdx + 2);
idx[idxIdx + 3] = (short)(vtxIdx + 1);
idx[idxIdx + 4] = (short)(vtxIdx + 3);
idx[idxIdx + 5] = (short)(vtxIdx + 2);
idxIdx += 6;
vtxIdx += 2;
}
vtxIdx += 2;
}
mBladesIndicies.copyFrom(idx);
}
I am puzzled by this 2 lines: meshBuilder.addIndexSetAllocation(mBladesIndicies, Primitive.TRIANGLE);
and mBladesIndicies.copyFrom(idx);
Why do they send themBladesIndicies
to the mesh builder and create the mesh, before the mBladesIndicies
variable actually got he's data at mBladesIndicies.copyFrom(idx);
In short - why meshBuilder.addIndexSetAllocation(mBladesIndicies, Primitive.TRIANGLE);
and mBladesMesh = meshBuilder.create();
come BEFORE mBladesIndicies.copyFrom(idx);
?
The Allocation is connected to the Mesh by a reference and not a copy. Because of this the order in which the data is added does not matter.
The Mesh.Builder does retain the allocation references after creation.