Currently I am filling a FloatBuffer from a Mapped Byte Buffer in the following way:
/**
* The vertex lump (Lump 3) is an array of coordinates of all the vertices (corners) of brushes in the map geometry.
* Each vertex is a Vector of 3 floats (x, y, and z), giving 12 bytes per vertex.
* @author Jurian
*
*/
public class VertexLump extends Lump {
public final FloatBuffer vertexes;
/**
* @param buffer Little-Endian buffer with actual data
* @param bsp Used for referencing the header with position and length of vertex data
*/
public VertexLump(MappedByteBuffer buffer, ValveBSP bsp) {
super(buffer, bsp.headers[LumpType.LUMP_VERTEXES.index]);
//MappedByteBuffer is set to correct position in super()
vertexes = FloatBuffer.allocate(header.filelen / (Buffers.SIZEOF_FLOAT));
for(int i = 0; i < vertexes.capacity(); i++) {
vertexes.put(buffer.getFloat());
}
vertexes.flip();
}
}
But I have a suspicion that there is a better way to do this, instead of looping over all positions. There can be quite a few vertexes in the buffer (a maximum of 65536).
This seems to work:
public VertexLump(MappedByteBuffer buffer, ValveBSP bsp) {
super(buffer, bsp.headers[LumpType.LUMP_VERTEXES.index]);
vertexes = buffer.asFloatBuffer();
vertexes.limit(header.filelen / Buffers.SIZEOF_FLOAT);
}
However will this function in OpenGL send too much data to the GPU? Or just from the current position to the limit?
gl.glBufferData(GL3.GL_ARRAY_BUFFER, vertexes.limit(), vertexes, GL3.GL_STATIC_DRAW);