diff options
author | Harvey Harrison <[email protected]> | 2013-10-17 22:27:27 -0700 |
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committer | Harvey Harrison <[email protected]> | 2013-10-17 22:27:27 -0700 |
commit | 5e9c02bce7b241a0bf95c8abca9a91cd25e51ed3 (patch) | |
tree | 78e913afc74a64e519d69dfb9aa886dd41ec16ed /src/jogl/classes/javax/media/opengl/GLArrayData.java | |
parent | 2ebf1bf35928e35ded6e38df64dee7aa578ae3c7 (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.java | 20 |
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 { * <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(); |