Fixing several problems with the handling of offsecreen surfaces

This commit is contained in:
codeanticode
2013-05-27 13:01:29 -04:00
parent b7abfe8447
commit 62d7076a59
6 changed files with 167 additions and 136 deletions

View File

@@ -84,7 +84,6 @@ public class PShader {
protected IntBuffer intBuffer;
protected FloatBuffer floatBuffer;
public PShader() {
parent = null;
pgMain = null;
@@ -100,8 +99,6 @@ public class PShader {
glVertex = 0;
glFragment = 0;
// firstTexUnit = 0;
intBuffer = PGL.allocateIntBuffer(1);
floatBuffer = PGL.allocateFloatBuffer(1);
@@ -927,36 +924,4 @@ public class PShader {
this.value = value;
}
}
/*
// The individual attribute setters are not really needed, read this:
// http://stackoverflow.com/questions/7718976/what-is-glvertexattrib-versus-glvertexattribpointer-used-for
// except for setting a constant vertex attribute value.
public void set1FloatAttribute(int loc, float x) {
if (-1 < loc) {
pgl.glVertexAttrib1f(loc, x);
}
}
public void set2FloatAttribute(int loc, float x, float y) {
if (-1 < loc) {
pgl.glVertexAttrib2f(loc, x, y);
}
}
public void set3FloatAttribute(int loc, float x, float y, float z) {
if (-1 < loc) {
pgl.glVertexAttrib3f(loc, x, y, z);
}
}
public void set4FloatAttribute(int loc, float x, float y, float z, float w) {
if (-1 < loc) {
pgl.glVertexAttrib4f(loc, x, y, z, w);
}
}
*/
}