| Commit message (Collapse) | Author | Age | Files | Lines |
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GL.GL_EXP -> GL2.GL_EXP
GL.GL_PRIMARY_COLOR -> GL2.GL_PRIMARY_COLOR
GL.GL_CONSTANT -> GL2.GL_CONSTANT
GL.GL_PREVIOUS -> GL2.GL_PREVIOUS
GL.GL_COMBINE -> GL2.GL_COMBINE
GL.GL_MODULATE -> GL2.GL_MODULATE
GL.GL_DECAL -> GL2.GL_DECAL
GL.GL_ADD -> GL2.GL_ADD
GL.GL_ADD_SIGNED -> GL2.GL_ADD_SIGNED
GL.GL_SUBTRACT -> GL2.GL_SUBTRACT
GL.GL_INTERPOLATE -> GL2.GL_INTERPOLATE
GL.GL_DOT3_RGB -> GL2.GL_DOT3_RGB
GL.GL_DOT3_RGBA -> GL2.GL_DOT3_RGBA
GL.GL_ALPHA_SCALE -> GL2.GL_ALPHA_SCALE
GL.GL_ALPHA_TEST -> GL2.GL_ALPHA_TEST
GL.GL_TEXTURE_ENV -> GL2.GL_TEXTURE_ENV
GL.GL_TEXTURE_ENV_COLOR -> GL2.GL_TEXTURE_ENV_COLOR
GL.GL_TEXTURE_ENV_MODE -> GL2.GL_TEXTURE_ENV_MODE
GL.GL_TEXTURE_GEN_MODE -> GL2.GL_TEXTURE_GEN_MODE
GL.GL_CLIP_PLANE0 -> GL2.GL_CLIP_PLANE0
GL.GL_CLIP_PLANE1 -> GL2.GL_CLIP_PLANE1
GL.GL_CLIP_PLANE2 -> GL2.GL_CLIP_PLANE2
GL.GL_CLIP_PLANE3 -> GL2.GL_CLIP_PLANE3
GL.GL_CLIP_PLANE4 -> GL2.GL_CLIP_PLANE4
GL.GL_CLIP_PLANE5 -> GL2.GL_CLIP_PLANE5
GL.GL_COMBINE_RGB -> GL2.GL_COMBINE_RGB
GL.GL_COMBINE_ALPHA -> GL2.GL_COMBINE_ALPHA
GL.GL_LIGHT_MODEL_AMBIENT -> GL2.GL_LIGHT_MODEL_AMBIENT
GL.GL_FOG -> GL2.GL_FOG
GL.GL_NORMAL_MAP -> GL2.GL_NORMAL_MAP
GL.GL_REFLECTION_MAP -> GL2.GL_REFLECTION_MAP
GL.GL_FOG_COLOR -> GL2.GL_FOG_COLOR
GL.GL_FOG_MODE -> GL2.GL_FOG_MODE
GL.GL_FOG_DENSITY -> GL2.GL_FOG_DENSITY
GL.GL_FOG_START -> GL2.GL_FOG_START
GL.GL_FOG_END -> GL2.GL_FOG_END
GL.GL_GENERATE_MIPMAP -> GL2.GL_GENERATE_MIPMAP
GL.GL_LIGHT_MODEL_TWO_SIDE -> GL2.GL_LIGHT_MODEL_TWO_SIDE
GL.GL_MAX_LIGHTS -> GL2.GL_MAX_LIGHTS
GL.GL_MAX_TEXTURE_UNITS -> GL2.GL_MAX_TEXTURE_UNITS
GL.GL_OPERAND0_RGB -> GL2.GL_OPERAND0_RGB
GL.GL_OPERAND1_RGB -> GL2.GL_OPERAND1_RGB
GL.GL_OPERAND2_RGB -> GL2.GL_OPERAND2_RGB
GL.GL_OPERAND0_ALPHA -> GL2.GL_OPERAND0_ALPHA
GL.GL_OPERAND1_ALPHA -> GL2.GL_OPERAND1_ALPHA
GL.GL_OPERAND2_ALPHA -> GL2.GL_OPERAND2_ALPHA
GL.GL_PERSPECTIVE_CORRECTION_HINT -> GL2.GL_PERSPECTIVE_CORRECTION_HINT
GL.GL_POINT_SMOOTH -> GL2.GL_POINT_SMOOTH
GL.GL_RESCALE_NORMAL -> GL2.GL_RESCALE_NORMAL
GL.GL_RGB_SCALE -> GL2.GL_RGB_SCALE
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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GL.GL_DEPTH_COMPONENT -> GL2.GL_DEPTH_COMPONENT
GL.GL_TEXTURE_3D -> GL2.GL_TEXTURE_3D
GL.GL_TEXTURE_WRAP_R -> GL2.GL_TEXTURE_WRAP_R
GL.GL_INT -> GL2.GL_INT
GL.GL_CONSTANT_COLOR -> GL2.GL_CONSTANT_COLOR
GL.GL_VERTEX_SHADER_ARB -> GL2.GL_VERTEX_SHADER
GL.GL_FRAGMENT_SHADER_ARB -> GL2.GL_FRAGMENT_SHADER
GL.GL_MAX_3D_TEXTURE_SIZE -> GL2.GL_MAX_3D_TEXTURE_SIZE
GL.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB -> GL2.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
GL.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB -> GL2.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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GL.GL_AMBIENT -> GL2.GL_AMBIENT
GL.GL_DIFFUSE -> GL2.GL_DIFFUSE
GL.GL_SPECULAR -> GL2.GL_SPECULAR
GL.GL_NORMALIZE -> GL2.GL_NORMALIZE
GL.GL_AMBIENT_AND_DIFFUSE -> GL2.GL_AMBIENT_AND_DIFFUSE
GL.GL_EMISSION -> GL2.GL_EMISSION
GL.GL_SHININESS -> GL2.GL_SHININESS
GL.GL_COLOR_MATERIAL -> GL2.GL_COLOR_MATERIAL
GL.GL_POSITION -> GL2.GL_POSITION
GL.GL_CONSTANT_ATTENUATION -> GL2.GL_CONSTANT_ATTENUATION
GL.GL_LINEAR_ATTENUATION -> GL2.GL_LINEAR_ATTENUATION
GL.GL_QUADRATIC_ATTENUATION -> GL2.GL_QUADRATIC_ATTENUATION
GL.GL_LIGHT0 -> GL2.GL_LIGHT0
GL.GL_LIGHTING -> GL2.GL_LIGHTING
GL.GL_FLAT -> GL2.GL_FLAT
GL.GL_SMOOTH -> GL2.GL_SMOOTH
GL.GL_SPOT_EXPONENT -> GL2.GL_SPOT_EXPONENT
GL.GL_SPOT_CUTOFF -> GL2.GL_SPOT_CUTOFF
GL.GL_SPOT_DIRECTION -> GL2.GL_SPOT_DIRECTION
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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GL.GL_NORMAL_ARRAY -> GL2.GL_NORMAL_ARRAY
GL.GL_COLOR_ARRAY -> GL2.GL_COLOR_ARRAY
GL.GL_VERTEX_ARRAY -> GL2.GL_VERTEX_ARRAY
GL.GL_TEXTURE_COORD_ARRAY -> GL2.GL_TEXTURE_COORD_ARRAY
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Then test that boolean to determine if it needs to be removed from the Hastable.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Ensure this list is consistantly synchronized which will make it easier to use
ArrayList if desired in a future patch.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Also, consistently lock the cached array using the List it caches.
Signed-off-by: Harvey Harrison <[email protected]>
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indentation
Signed-off-by: Harvey Harrison <[email protected]>
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No functional changes, just making the whitespace consistent.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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- also use the copy constructor rather than clone()
Signed-off-by: Harvey Harrison <[email protected]>
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This appears to have been a typo from the initial implementation and likely never
worked.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Make the locking explicit where used.
Signed-off-by: Harvey Harrison <[email protected]>
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Dynamic Video Resize is effectively unused internally, kill it.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Return a temp Point3d as it's not that much more expensive than the math we're
already doing.
Signed-off-by: Harvey Harrison <[email protected]>
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get time
Add early return of null for the viewIndex >= array length and only expand the
allocation when we set a non-null orderedBin.
Signed-off-by: Harvey Harrison <[email protected]>
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of OrderedGroupRetained::[gs]etOrderedBin
Preparation patch to change where the OrderedBin array is expanded.
Signed-off-by: Harvey Harrison <[email protected]>
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locked
Introduce a lock object to lock all access as you cannot use an object to lock
itself if that reference is ever written over, as is the case here.
You can get surprising nullpointer exceptions and indexOutOfbounds from concurrent
thread access when you have multiple active views.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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in the implementing classes
Signed-off-by: Harvey Harrison <[email protected]>
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AlternateAppearanceRetained used by setlivestate
Signed-off-by: Harvey Harrison <[email protected]>
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Essentially this undoes all the code added for issue 561. Just rely on escape analysis to allocate on-stack.
On 64-bit:
Reduces BoundingSphere from 54 -> 38 bytes
Reduces BoundingBox from 62 -> 46 bytes
Signed-off-by: Harvey Harrison <[email protected]>
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Rely on escape analysis in the VM here, this method could be coded more carefully
anyway to avoid most of the floating point math.
On 64-bit reduces BoundingBox from 70->62 bytes
Signed-off-by: Harvey Harrison <[email protected]>
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Transform3d)
When the type of Bounds being passed matches the current Object, this method can
simply set the state and then transform the current object, avoid the need for
a temporary object in BoundingBox's case. BoundingSphere was already open-coding
this pattern, make it explicit.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Make the BoundingSphere(Bounds) match the set(Bounds) behavior when passing an empty
Bounds into it.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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