Changed some ToDos in PGraphicsAndroid3D

This commit is contained in:
codeanticode
2010-03-06 03:40:48 +00:00
parent 756bb2f6be
commit 3518647294
@@ -176,7 +176,7 @@ public class PGraphicsAndroid3D extends PGraphics {
private IntBuffer normalBuffer;
protected PImage textureImagePrev;
protected boolean geometryAllocated = false;
protected boolean buffersAllocated = false;
/**
* Set to true if the host system is big endian (PowerPC, MIPS, SPARC),
@@ -327,7 +327,7 @@ public class PGraphicsAndroid3D extends PGraphics {
lightsAllocated = true;
}
if (!geometryAllocated) {
if (!buffersAllocated) {
ByteBuffer vbb = ByteBuffer.allocateDirect(DEFAULT_BUFFER_SIZE * 3 * SIZEOF_INT);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asIntBuffer();
@@ -344,7 +344,7 @@ public class PGraphicsAndroid3D extends PGraphics {
nbb.order(ByteOrder.nativeOrder());
normalBuffer = nbb.asIntBuffer();
geometryAllocated = true;
buffersAllocated = true;
}
}
@@ -851,10 +851,7 @@ public class PGraphicsAndroid3D extends PGraphics {
// BEZIER CURVE VERTICES
// All picked up from either PGraphics or PGraphics3D, however
// a faster version that made use of OpenGL's evaluator methods
// would be a nice improvement.
// TODO it seem there are no evaluators in OpenGL ES
//protected void bezierVertexCheck();
//public void bezierVertex(float x2, float y2,
@@ -870,7 +867,7 @@ public class PGraphicsAndroid3D extends PGraphics {
// CATMULL-ROM CURVE VERTICES
// Like bezier, these could be implemented using an OpenGL evaluator.
// TODO it seem there are no evaluators in OpenGL ES
//protected void curveVertexCheck();
@@ -1646,8 +1643,8 @@ public class PGraphicsAndroid3D extends PGraphics {
// BOX
// TODO P3D overrides box to turn on triangle culling, but that's a waste
// for OpenGL10. Also could just use the cube method from GL or GLUT.
// TODO GL and GLUT in GL ES doesn't offer functions to create
// cubes.
//public void box(float size)
@@ -1661,8 +1658,8 @@ public class PGraphicsAndroid3D extends PGraphics {
// SPHERE
// TODO P3D overrides sphere to turn on triangle culling, but that's a waste
// for OpenGL10. Also could just use the cube method from GL or GLUT.
// TODO GL and GLUT in GL ES doesn't offer functions to create
// spheres.
//public void sphereDetail(int res)