| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
- still some work required in the offscreen case
- updated for jogl2-rc8 package re-arranging
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
| |
- ensure the Canvas3D feature flag TEXTURE_LOD_OFFSET never gets set which will
avoid this path entirely.
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
| |
- Ensure Canvas3D feature flags TEXTURE_DETAIL and TEXTURE_SHARPEN cannot be set
- All of these constants now map to Texture.BASE_LEVEL_LINEAR
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
| |
- disable the Canvas3D.FILTER4 feature flag always, causes internal fallback
to Texture.BASE_LEVEL_LINEAR
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
| |
- make sure the Canvas3D.TEXTURE_COLOR_TABLE feature flag that guards this is never enabled
- Canvas3D:textureColorTableSize is always 0 now
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
| |
- remove ability to enable them using j3d.usecombiners
- comment out body of function, remove it from Pipeline entirely later
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The hilarious part is, the JOGL1 pipeline never used this feature anyway as when
it tested for the extension, there was a typo 'gloabl' which meant it never was
counted as available by the Canvas3D class...fun.
Likely this all just needs removing and replacing with vertex(?) shaders, there
is also API that exposes this in the Pipeline interface that should be killed as
it was only to expose this feature:
Pipeline:setGlobalAlpha
Pipeline:disableGlobalAlpha
Canvas3D:setGlobalAlpha
Canvas3D:supportGlobalAlpha
GeometryArrayRetained:disableGlobalAlpha
...and more.
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
|
| |
GL.GL_MODELVIEW -> GL2.GL_MODELVIEW
GL.GL_PROJECTION -> GL2.GL_PROJECTION
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GL.GL_ABGR_EXT -> GL2.GL_ABGR_EXT
GL.GL_QUADS -> GL2.GL_QUADS
GL.GL_V3F -> GL2.GL_V3F
GL.GL_N3F_V3F -> GL2.GL_N3F_V3F
GL.GL_T2F_V3F -> GL2.GL_T2F_V3F
GL.GL_C4F_N3F_V3F -> GL2.GL_C4F_N3F_V3F
GL.GL_T2F_N3F_V3F -> GL2.GL_T2F_N3F_V3F
GL.GL_T2F_C4F_N3F_V3F -> GL2.GL_T2F_C4F_N3F_V3F
GL.GL_TEXTURE_GEN_Q -> GL2.GL_TEXTURE_GEN_Q
GL.GL_TEXTURE_GEN_R -> GL2.GL_TEXTURE_GEN_R
GL.GL_TEXTURE_GEN_S -> GL2.GL_TEXTURE_GEN_S
GL.GL_TEXTURE_GEN_T -> GL2.GL_TEXTURE_GEN_T
GL.GL_Q -> GL2.GL_Q
GL.GL_R -> GL2.GL_R
GL.GL_S -> GL2.GL_S
GL.GL_T -> GL2.GL_T
GL.GL_TRANSFORM_BIT -> GL2.GL_TRANSFORM_BIT
GL.GL_ACCUM -> GL2.GL_ACCUM
GL.GL_ACCUM_BUFFER_BIT -> GL2.GL_ACCUM_BUFFER_BIT
GL.GL_ALPHA_BIAS -> GL2.GL_ALPHA_BIAS
GL.GL_BOOL_ARB -> GL2.GL_BOOL_ARB
GL.GL_BOOL_VEC2_ARB -> GL2.GL_BOOL_VEC2_ARB
GL.GL_BOOL_VEC3_ARB -> GL2.GL_BOOL_VEC3_ARB
GL.GL_BOOL_VEC4_ARB -> GL2.GL_BOOL_VEC4_ARB
GL.GL_CLAMP -> GL2.GL_CLAMP
GL.GL_COMPILE -> GL2.GL_COMPILE
GL.GL_COLOR_TABLE_WIDTH -> GL2.GL_COLOR_TABLE_WIDTH
GL.GL_INTENSITY -> GL2.GL_INTENSITY
GL.GL_ENABLE_BIT -> GL2.GL_ENABLE_BIT
GL.GL_TEXTURE_BIT -> GL2.GL_TEXTURE_BIT
GL.GL_POLYGON_BIT -> GL2.GL_POLYGON_BIT
GL.GL_CURRENT_BIT -> GL2.GL_CURRENT_BIT
GL.GL_EYE_LINEAR -> GL2.GL_EYE_LINEAR
GL.GL_EYE_PLANE -> GL2.GL_EYE_PLANE
GL.GL_SPHERE_MAP -> GL2.GL_SPHERE_MAP
GL.GL_SAMPLER_2D_ARB -> GL2.GL_SAMPLER_2D_ARB
GL.GL_SAMPLER_3D_ARB -> GL2.GL_SAMPLER_3D_ARB
GL.GL_SAMPLER_CUBE_ARB -> GL2.GL_SAMPLER_CUBE_ARB
GL.GL_INT_VEC2_ARB -> GL2.GL_INT_VEC2_ARB
GL.GL_FLOAT_VEC2_ARB -> GL2.GL_FLOAT_VEC2_ARB
GL.GL_INT_VEC3_ARB -> GL2.GL_INT_VEC3_ARB
GL.GL_FLOAT_VEC3_ARB -> GL2.GL_FLOAT_VEC3_ARB
GL.GL_INT_VEC4_ARB -> GL2.GL_INT_VEC4_ARB
GL.GL_FLOAT_VEC4_ARB -> GL2.GL_FLOAT_VEC4_ARB
GL.GL_FLOAT_MAT3_ARB -> GL2.GL_FLOAT_MAT3_ARB
GL.GL_FLOAT_MAT4_ARB -> GL2.GL_FLOAT_MAT4_ARB
GL.GL_LIGHT_MODEL_COLOR_CONTROL -> GL2.GL_LIGHT_MODEL_COLOR_CONTROL
GL.GL_SEPARATE_SPECULAR_COLOR -> GL2.GL_SEPARATE_SPECULAR_COLOR
GL.GL_SINGLE_COLOR -> GL2.GL_SINGLE_COLOR
GL.GL_LIGHT_MODEL_LOCAL_VIEWER -> GL2.GL_LIGHT_MODEL_LOCAL_VIEWER
GL.GL_LINE_STIPPLE -> GL2.GL_LINE_STIPPLE
GL.GL_MAX_TEXTURE_IMAGE_UNITS_ARB -> GL2.GL_MAX_TEXTURE_IMAGE_UNITS_ARB
GL.GL_MAX_VERTEX_ATTRIBS_ARB -> GL2.GL_MAX_VERTEX_ATTRIBS_ARB
GL.GL_MAX_TEXTURE_COORDS_ARB -> GL2.GL_MAX_TEXTURE_COORDS_ARB
GL.GL_OBJECT_LINEAR -> GL2.GL_OBJECT_LINEAR
GL.GL_OBJECT_PLANE -> GL2.GL_OBJECT_PLANE
GL.GL_OBJECT_ACTIVE_UNIFORMS_ARB -> GL2.GL_OBJECT_ACTIVE_UNIFORMS_ARB
GL.GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB -> GL2.GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB
GL.GL_OBJECT_COMPILE_STATUS_ARB -> GL2.GL_OBJECT_COMPILE_STATUS_ARB
GL.GL_OBJECT_INFO_LOG_LENGTH_ARB -> GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB
GL.GL_OBJECT_LINK_STATUS_ARB -> GL2.GL_OBJECT_LINK_STATUS_ARB
GL.GL_SOURCE0_RGB -> GL2.GL_SOURCE0_RGB
GL.GL_SOURCE1_RGB -> GL2.GL_SOURCE1_RGB
GL.GL_SOURCE2_RGB -> GL2.GL_SOURCE2_RGB
GL.GL_SOURCE0_ALPHA -> GL2.GL_SOURCE0_ALPHA
GL.GL_SOURCE1_ALPHA -> GL2.GL_SOURCE1_ALPHA
GL.GL_SOURCE2_ALPHA -> GL2.GL_SOURCE2_ALPHA
GL.GL_POLYGON_STIPPLE -> GL2.GL_POLYGON_STIPPLE
GL.GL_RETURN -> GL2.GL_RETURN
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GL.GL_DOUBLE -> GL2.GL_DOUBLE
GL.GL_BGR -> GL2.GL_BGR
GL.GL_BGRA -> GL2.GL_BGRA
GL.GL_UNSIGNED_INT_8_8_8_8 -> GL2.GL_UNSIGNED_INT_8_8_8_8
GL.GL_UNSIGNED_INT_8_8_8_8_REV -> GL2.GL_UNSIGNED_INT_8_8_8_8_REV
GL.GL_UNPACK_ROW_LENGTH -> GL2.GL_UNPACK_ROW_LENGTH
GL.GL_UNPACK_SKIP_PIXELS -> GL2.GL_UNPACK_SKIP_PIXELS
GL.GL_UNPACK_SKIP_ROWS -> GL2.GL_UNPACK_SKIP_ROWS
GL.GL_TEXTURE_1D -> GL2.GL_TEXTURE_1D
GL.GL_BACK_LEFT -> GL2.GL_BACK_LEFT
GL.GL_BACK_RIGHT -> GL2.GL_BACK_RIGHT
GL.GL_FRONT_LEFT -> GL2.GL_FRONT_LEFT
GL.GL_FRONT_RIGHT -> GL2.GL_FRONT_RIGHT
GL.GL_CLAMP_TO_BORDER -> GL2.GL_CLAMP_TO_BORDER
GL.GL_DRAW_BUFFER -> GL2.GL_DRAW_BUFFER
GL.GL_FILL -> GL2.GL_FILL
GL.GL_LINE -> GL2.GL_LINE
GL.GL_POINT -> GL2.GL_POINT
GL.GL_POLYGON_OFFSET_POINT -> GL2.GL_POLYGON_OFFSET_POINT
GL.GL_POLYGON_OFFSET_LINE -> GL2.GL_POLYGON_OFFSET_LINE
GL.GL_PACK_ROW_LENGTH -> GL2.GL_PACK_ROW_LENGTH
GL.GL_PROXY_TEXTURE_2D -> GL2.GL_PROXY_TEXTURE_2D
GL.GL_TEXTURE_BASE_LEVEL -> GL2.GL_TEXTURE_BASE_LEVEL
GL.GL_TEXTURE_MAX_LEVEL -> GL2.GL_TEXTURE_MAX_LEVEL
GL.GL_TEXTURE_MIN_LOD -> GL2.GL_TEXTURE_MIN_LOD
GL.GL_TEXTURE_MAX_LOD -> GL2.GL_TEXTURE_MAX_LOD
GL.GL_TEXTURE_BORDER_COLOR -> GL2.GL_TEXTURE_BORDER_COLOR
GL.GL_TEXTURE_WIDTH -> GL2.GL_TEXTURE_WIDTH
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
Conflicts:
src/classes/jogl/javax/media/j3d/JoglPipeline.java
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
| |
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
| |
Then test that boolean to determine if it needs to be removed from the Hastable.
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
| |
Also, consistently lock the cached array using the List it caches.
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
| |
indentation
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
| |
No functional changes, just making the whitespace consistent.
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
| |
- also use the copy constructor rather than clone()
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
| |
This appears to have been a typo from the initial implementation and likely never
worked.
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
| |
Make the locking explicit where used.
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
| |
Dynamic Video Resize is effectively unused internally, kill it.
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
| |
Signed-off-by: Harvey Harrison <[email protected]>
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
| |
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]>
|