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https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
Changed some ToDos in PGraphicsAndroid3D
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@@ -176,7 +176,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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private IntBuffer normalBuffer;
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protected PImage textureImagePrev;
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protected boolean geometryAllocated = false;
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protected boolean buffersAllocated = false;
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/**
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* Set to true if the host system is big endian (PowerPC, MIPS, SPARC),
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@@ -327,7 +327,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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lightsAllocated = true;
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}
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if (!geometryAllocated) {
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if (!buffersAllocated) {
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ByteBuffer vbb = ByteBuffer.allocateDirect(DEFAULT_BUFFER_SIZE * 3 * SIZEOF_INT);
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vbb.order(ByteOrder.nativeOrder());
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vertexBuffer = vbb.asIntBuffer();
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@@ -344,7 +344,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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nbb.order(ByteOrder.nativeOrder());
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normalBuffer = nbb.asIntBuffer();
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geometryAllocated = true;
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buffersAllocated = true;
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}
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}
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@@ -851,10 +851,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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// BEZIER CURVE VERTICES
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// All picked up from either PGraphics or PGraphics3D, however
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// a faster version that made use of OpenGL's evaluator methods
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// would be a nice improvement.
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// TODO it seem there are no evaluators in OpenGL ES
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//protected void bezierVertexCheck();
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//public void bezierVertex(float x2, float y2,
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@@ -870,7 +867,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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// CATMULL-ROM CURVE VERTICES
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// Like bezier, these could be implemented using an OpenGL evaluator.
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// TODO it seem there are no evaluators in OpenGL ES
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//protected void curveVertexCheck();
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@@ -1646,8 +1643,8 @@ public class PGraphicsAndroid3D extends PGraphics {
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// BOX
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// TODO P3D overrides box to turn on triangle culling, but that's a waste
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// for OpenGL10. Also could just use the cube method from GL or GLUT.
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// TODO GL and GLUT in GL ES doesn't offer functions to create
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// cubes.
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//public void box(float size)
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@@ -1661,8 +1658,8 @@ public class PGraphicsAndroid3D extends PGraphics {
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// SPHERE
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// TODO P3D overrides sphere to turn on triangle culling, but that's a waste
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// for OpenGL10. Also could just use the cube method from GL or GLUT.
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// TODO GL and GLUT in GL ES doesn't offer functions to create
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// spheres.
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//public void sphereDetail(int res)
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