src/org/lwjgl/demo/opengl/raytracing/Demo.java
private void quadFullScreenVao() {
		this.vao = glGenVertexArrays();
		int vbo = glGenBuffers();
		glBindVertexArray(vao);
		glBindBuffer(GL_ARRAY_BUFFER, vbo);
		ByteBuffer bb = BufferUtils.createByteBuffer(4 * 2 * 6);
		FloatBuffer fv = bb.asFloatBuffer();
		fv.put(-1.0f).put(-1.0f);
		fv.put(1.0f).put(-1.0f);
		fv.put(1.0f).put(1.0f);
		fv.put(1.0f).put(1.0f);
		fv.put(-1.0f).put(1.0f);
		fv.put(-1.0f).put(-1.0f);
		glBufferData(GL_ARRAY_BUFFER, bb, GL_STATIC_DRAW);
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0L);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		glBindVertexArray(0);
	}
/**
	 * Create a VAO with a full-screen quad VBO.
	 */
Create a VAO with a full-screen quad VBO.
Create a VAO with a full - screen quad VBO .
private void quadFullScreenVao() {
		this.vao = glGenVertexArrays();
		int vbo = glGenBuffers();
		glBindVertexArray(vao);
		glBindBuffer(GL_ARRAY_BUFFER, vbo);
		ByteBuffer bb = BufferUtils.createByteBuffer(4 * 2 * 6);
		FloatBuffer fv = bb.asFloatBuffer();
		fv.put(-1.0f).put(-1.0f);
		fv.put(1.0f).put(-1.0f);
		fv.put(1.0f).put(1.0f);
		fv.put(1.0f).put(1.0f);
		fv.put(-1.0f).put(1.0f);
		fv.put(-1.0f).put(-1.0f);
		glBufferData(GL_ARRAY_BUFFER, bb, GL_STATIC_DRAW);
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0L);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		glBindVertexArray(0);
	}
private void quadFullScreenVao ( ) { this . vao = glGenVertexArrays ( ) ; int vbo = glGenBuffers ( ) ; glBindVertexArray ( vao ) ; glBindBuffer ( GL_ARRAY_BUFFER , vbo ) ; ByteBuffer bb = BufferUtils . createByteBuffer ( 4 * 2 * 6 ) ; FloatBuffer fv = bb . asFloatBuffer ( ) ; fv . put ( - 1.0f ) . put ( - 1.0f ) ; fv . put ( 1.0f ) . put ( - 1.0f ) ; fv . put ( 1.0f ) . put ( 1.0f ) ; fv . put ( 1.0f ) . put ( 1.0f ) ; fv . put ( - 1.0f ) . put ( 1.0f ) ; fv . put ( - 1.0f ) . put ( - 1.0f ) ; glBufferData ( GL_ARRAY_BUFFER , bb , GL_STATIC_DRAW ) ; glEnableVertexAttribArray ( 0 ) ; glVertexAttribPointer ( 0 , 2 , GL_FLOAT , false , 0 , 0L ) ; glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; glBindVertexArray ( 0 ) ; }
Create a VAO with a full-screen quad VBO.
Create a VAO with a full - screen quad VBO .