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authorHarvey Harrison <[email protected]>2013-10-17 22:27:27 -0700
committerHarvey Harrison <[email protected]>2013-10-17 22:27:27 -0700
commit5e9c02bce7b241a0bf95c8abca9a91cd25e51ed3 (patch)
tree78e913afc74a64e519d69dfb9aa886dd41ec16ed /src/jogl/classes/javax/media/opengl/GLArrayData.java
parent2ebf1bf35928e35ded6e38df64dee7aa578ae3c7 (diff)
jogl: remove all trailing whitespace
Signed-off-by: Harvey Harrison <[email protected]>
Diffstat (limited to 'src/jogl/classes/javax/media/opengl/GLArrayData.java')
-rw-r--r--src/jogl/classes/javax/media/opengl/GLArrayData.java20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/jogl/classes/javax/media/opengl/GLArrayData.java b/src/jogl/classes/javax/media/opengl/GLArrayData.java
index 8e1383031..4025170cf 100644
--- a/src/jogl/classes/javax/media/opengl/GLArrayData.java
+++ b/src/jogl/classes/javax/media/opengl/GLArrayData.java
@@ -43,7 +43,7 @@ public interface GLArrayData {
* Implementation and type dependent object association.
* <p>
* One currently known use case is to associate a {@link com.jogamp.opengl.util.glsl.ShaderState ShaderState}
- * to an GLSL aware vertex attribute object, allowing to use the ShaderState to handle it's
+ * to an GLSL aware vertex attribute object, allowing to use the ShaderState to handle it's
* data persistence, location and state change.<br/>
* This is implicitly done via {@link com.jogamp.opengl.util.glsl.ShaderState#ownAttribute(GLArrayData, boolean) shaderState.ownAttribute(GLArrayData, boolean)}.
* </p>
@@ -51,7 +51,7 @@ public interface GLArrayData {
* @param enable pass true to enable the association and false to disable it.
*/
public void associate(Object obj, boolean enable);
-
+
/**
* Returns true if this data set is intended for a GLSL vertex shader attribute,
* otherwise false, ie intended for fixed function vertex pointer
@@ -110,7 +110,7 @@ public interface GLArrayData {
* &lt;0 denotes an invalid location, i.e. not found or used in the given shader program.
*/
public int setLocation(GL2ES2 gl, int program);
-
+
/**
* Binds the location of the shader attribute to the given location for the unlinked shader program.
* <p>
@@ -121,7 +121,7 @@ public interface GLArrayData {
* @return the given location
*/
public int setLocation(GL2ES2 gl, int program, int location);
-
+
/**
* Determines whether the data is server side (VBO) and enabled,
* or a client side array (false).
@@ -150,7 +150,7 @@ public interface GLArrayData {
*/
public int getVBOTarget();
-
+
/**
* The Buffer holding the data, may be null if a GPU buffer without client bound data
*/
@@ -179,7 +179,7 @@ public interface GLArrayData {
* In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position.
*/
public int getElementCount();
-
+
/**
* The currently used size in bytes.<br>
* In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position.
@@ -187,18 +187,18 @@ public interface GLArrayData {
public int getSizeInBytes();
/**
- * True, if GL shall normalize fixed point data while converting
+ * True, if GL shall normalize fixed point data while converting
* them into float.
- * <p>
+ * <p>
* Default behavior (of the fixed function pipeline) is <code>true</code>
* for fixed point data type and <code>false</code> for floating point data types.
* </p>
*/
public boolean getNormalized();
- /**
+ /**
* @return the byte offset between consecutive components
- */
+ */
public int getStride();
public String toString();