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begin/endFrame become begin/endDraw.. new DXF constant.. --hide-stop param.. fix for array methods to use any kind of objects
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@@ -88,7 +88,7 @@ public class PGraphics3 extends PGraphics {
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// i think vertex_end is actually the last vertex in the current shape
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// and is separate from vertexCount for occasions where drawing happens
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// on endFrame with all the triangles being depth sorted
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// on endDraw() with all the triangles being depth sorted
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protected int vertex_end;
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// vertices may be added during clipping against the near plane.
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@@ -302,8 +302,8 @@ public class PGraphics3 extends PGraphics {
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}
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public void beginFrame() {
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super.beginFrame();
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public void beginDraw() {
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super.beginDraw();
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modelview.set(camera);
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modelviewInv.set(cameraInv);
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@@ -339,7 +339,7 @@ public class PGraphics3 extends PGraphics {
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* all be quicksorted here (to make alpha work more properly)
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* and then blit to the screen.
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*/
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public void endFrame() {
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public void endDraw() {
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// no need to z order and render
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// shapes were already rendered in endShape();
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// (but can't return, since needs to update memimgsrc
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@@ -347,7 +347,7 @@ public class PGraphics3 extends PGraphics {
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flush();
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}
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// blit to screen
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super.endFrame();
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super.endDraw();
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}
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@@ -401,7 +401,7 @@ public class PGraphics3 extends PGraphics {
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if (hints[ENABLE_DEPTH_SORT]) {
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// continue with previous vertex, line and triangle count
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// all shapes are rendered at endFrame();
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// all shapes are rendered at endDraw();
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vertex_start = vertexCount;
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vertex_end = 0;
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@@ -1053,7 +1053,7 @@ public class PGraphics3 extends PGraphics {
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// ------------------------------------------------------------------
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// RENDER SHAPES FILLS HERE WHEN NOT DEPTH SORTING
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// if true, the shapes will be rendered on endFrame
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// if true, the shapes will be rendered on endDraw
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if (!hints[ENABLE_DEPTH_SORT]) {
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if (fill) render_triangles();
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if (stroke) render_lines();
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