diff options
3 files changed, 6 insertions, 8 deletions
diff --git a/src/demos/com/jogamp/opengl/demos/graph/ui/UISceneDemo01b.java b/src/demos/com/jogamp/opengl/demos/graph/ui/UISceneDemo01b.java index 5144d9150..c9ae88a8d 100644 --- a/src/demos/com/jogamp/opengl/demos/graph/ui/UISceneDemo01b.java +++ b/src/demos/com/jogamp/opengl/demos/graph/ui/UISceneDemo01b.java @@ -46,7 +46,6 @@ import com.jogamp.newt.opengl.GLWindow; import com.jogamp.opengl.GL; import com.jogamp.opengl.GLCapabilities; import com.jogamp.opengl.GLProfile; -import com.jogamp.opengl.demos.es2.GearsES2; import com.jogamp.opengl.demos.graph.ui.util.GraphUIDemoArgs; import com.jogamp.opengl.fixedfunc.GLMatrixFunc; import com.jogamp.opengl.math.FloatUtil; diff --git a/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java b/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java index 4863e97d6..147edaee9 100644 --- a/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java +++ b/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java @@ -318,7 +318,8 @@ public final class RegionRenderer { * Same as {@link #enable(GL2ES2, boolean)} but allowing to force {@link GLCallback}s off. * @param gl current GL object * @param enable if true enable the current {@link ShaderProgram}, otherwise disable. - * @param doCallbacks if true (default) perform {@link GLCallback}s, otherwise don't. + * @param enableCB explicit {@link GLCallback} for enable + * @param disableCB explicit {@link GLCallback} for disable * @see #enable(GL2ES2, boolean) */ public final void enable(final GL2ES2 gl, final boolean enable, final GLCallback enableCB, final GLCallback disableCB) { @@ -330,8 +331,6 @@ public final class RegionRenderer { if( null != disableCB ) { disableCB.run(gl, this); } - } - if( !enable ) { final ShaderProgram sp = rs.getShaderProgram(); if( null != sp ) { sp.useProgram(gl, false); diff --git a/src/jogl/classes/com/jogamp/graph/curve/opengl/TextRegionUtil.java b/src/jogl/classes/com/jogamp/graph/curve/opengl/TextRegionUtil.java index 428bb350d..d751f80f6 100644 --- a/src/jogl/classes/com/jogamp/graph/curve/opengl/TextRegionUtil.java +++ b/src/jogl/classes/com/jogamp/graph/curve/opengl/TextRegionUtil.java @@ -169,7 +169,7 @@ public class TextRegionUtil { * @return the given int[2] storage for chaining * @see Region#setBufferCapacity(int, int) * @see Region#growBuffer(int, int) - * @see #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, float[], int[], AffineTransform, AffineTransform) + * @see #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, Vec4f, int[], AffineTransform, AffineTransform) */ public static int[] countStringRegion(final Font font, final CharSequence str, final int[/*2*/] vertIndexCount) { final Font.GlyphVisitor2 visitor = new Font.GlyphVisitor2() { @@ -226,7 +226,7 @@ public class TextRegionUtil { } /** - * Try using {@link #drawString3D(GL2ES2, int, RegionRenderer, Font, CharSequence, float[], int[], AffineTransform, AffineTransform)} to reuse {@link AffineTransform} instances. + * Try using {@link #drawString3D(GL2ES2, int, RegionRenderer, Font, CharSequence, Vec4f, int[], AffineTransform, AffineTransform)} to reuse {@link AffineTransform} instances. * <p> * The region's buffer size is pre-calculated via {@link GLRegion#create(com.jogamp.opengl.GLProfile, int, com.jogamp.opengl.util.texture.TextureSequence, Font, CharSequence)} * </p> @@ -251,7 +251,7 @@ public class TextRegionUtil { * <p> * In case of a multisampling region renderer, i.e. {@link Region#VBAA_RENDERING_BIT}, recreating the {@link GLRegion} * is a huge performance impact. - * In such case better use {@link #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, float[], int[], AffineTransform, AffineTransform)} + * In such case better use {@link #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, Vec4f, int[], AffineTransform, AffineTransform)} * instead. * </p> * @param gl the current GL state @@ -280,7 +280,7 @@ public class TextRegionUtil { } /** - * Try using {@link #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, float[], int[], AffineTransform, AffineTransform)} to reuse {@link AffineTransform} instances. + * Try using {@link #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, Vec4f, int[], AffineTransform, AffineTransform)} to reuse {@link AffineTransform} instances. * <p> * The region buffer's size is grown by pre-calculating required size via {@link #countStringRegion(Font, CharSequence, int[])}. * </p> |