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https://github.com/processing/processing4.git
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Disabling texturing after rendering text in A3D
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@@ -436,8 +436,8 @@ public class PGraphicsAndroid3D extends PGraphics {
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// Screen texture hasn't been initialized yet or the screen changed size.
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// int w = width;
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// int h = height;
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int w = 256;
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int h = 512;
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int w = 512;
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int h = 1024;
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int[] pix = new int[w * h];
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for (int i = 0; i < w * h; i++)
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@@ -454,8 +454,8 @@ public class PGraphicsAndroid3D extends PGraphics {
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// TODO: try using glDrawTexiOES maybe?
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tint(255);
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fill(255);
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int w = 256;
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int h = 512;
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int w = 512;
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int h = 1024;
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beginShape(QUADS);
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texture(screenTex);
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@@ -467,13 +467,12 @@ public class PGraphicsAndroid3D extends PGraphics {
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}
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protected void copyFrameToScreenTexture() {
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int w = 256;
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int h = 512;
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int w = 512;
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int h = 1024;
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gl.glFinish(); // Make sure that the execution off all the openGL commands
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// is finished.
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gl.glBindTexture(GL10.GL_TEXTURE_2D, screenTex.getTexture()
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.getGLTextureID());
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gl.glBindTexture(GL10.GL_TEXTURE_2D, screenTex.getTexture().getGLTextureID());
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// TODO: try using glCopyTexSubImage2D
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// gl.glCopyTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
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gl.glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, 0, 0, w, h, 0);
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@@ -570,7 +569,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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gl.glClearColor(0, 0, 0, 0);
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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} else {
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/*
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// if (screenTex == null || screenTex.width != width || screenTex.height
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// != height ) {
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if (screenTex == null) {
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@@ -580,16 +579,16 @@ public class PGraphicsAndroid3D extends PGraphics {
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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drawScreenTexture();
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*/
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}
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report("bot beginDraw()");
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}
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public void endDraw() {
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//if (!clear && screenTex != null) {
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// copyFrameToScreenTexture();
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//}
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if (!clear && screenTex != null) {
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copyFrameToScreenTexture();
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}
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gl.glFlush();
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report("top endDraw()");
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@@ -2156,17 +2155,17 @@ public class PGraphicsAndroid3D extends PGraphics {
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gl.glLoadIdentity();
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// Setting the current fill color as the font color.
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gl
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.glColor4f(colorFloats[0], colorFloats[1], colorFloats[2],
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colorFloats[3]);
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gl.glColor4f(colorFloats[0], colorFloats[1], colorFloats[2], colorFloats[3]);
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super.textLineImpl(buffer, start, stop, x, y);
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// Restore opengl state after text rendering...
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gl.glMatrixMode(GL10.GL_PROJECTION);
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gl.glPopMatrix();
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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gl.glPopMatrix();
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gl.glDisable(GL10.GL_TEXTURE_2D);
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}
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protected void textCharImpl(char ch, float x, float y) {
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