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