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From: <sp...@us...> - 2004-03-04 00:57:27
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/glu In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv2519 Modified Files: Project.java Util.java Log Message: optimizations Index: Project.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/glu/Project.java,v retrieving revision 1.5 retrieving revision 1.6 diff -u -d -r1.5 -r1.6 --- Project.java 29 Feb 2004 23:42:51 -0000 1.5 +++ Project.java 4 Mar 2004 00:36:39 -0000 1.6 @@ -1,108 +1,112 @@ package org.lwjgl.opengl.glu; +import org.lwjgl.BufferUtils; +import org.lwjgl.opengl.GL11; + import java.nio.FloatBuffer; import java.nio.IntBuffer; -import org.lwjgl.opengl.GL11; - /** * Project.java - * - * + * <p/> + * <p/> * Created 11-jan-2004 + * * @author Erik Duijs */ public class Project extends Util implements GLUConstants { - private static FloatBuffer matrix = createFloatBuffer(16); - private static FloatBuffer finalMatrix = createFloatBuffer(16); + private static final float[] IDENTITY_MATRIX = new float[] { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }; + + private static final FloatBuffer matrix = BufferUtils.createFloatBuffer(16); + private static final FloatBuffer finalMatrix = BufferUtils.createFloatBuffer(16); + + private static final float[][] tempMatrix = new float[4][4]; + private static final float[] in = new float[4]; + private static final float[] out = new float[4]; + + private static final float[] forward = new float[3]; + private static final float[] side = new float[3]; + private static final float[] up = new float[3]; /** * Make matrix an identity matrix */ private static void __gluMakeIdentityf(FloatBuffer m) { - m.put(0 + 4 * 0, 1); - m.put(0 + 4 * 1, 0); - m.put(0 + 4 * 2, 0); - m.put(0 + 4 * 3, 0); - m.put(1 + 4 * 0, 0); - m.put(1 + 4 * 1, 1); - m.put(1 + 4 * 2, 0); - m.put(1 + 4 * 3, 0); - m.put(2 + 4 * 0, 0); - m.put(2 + 4 * 1, 0); - m.put(2 + 4 * 2, 1); - m.put(2 + 4 * 3, 0); - m.put(3 + 4 * 0, 0); - m.put(3 + 4 * 1, 0); - m.put(3 + 4 * 2, 0); - m.put(3 + 4 * 3, 1); + int oldPos = m.position(); + m.put(IDENTITY_MATRIX); + m.position(oldPos); } /** * Method __gluMultMatrixVecf + * * @param finalMatrix * @param in * @param out */ private static void __gluMultMatrixVecf(FloatBuffer finalMatrix, float[] in, float[] out) { - - for (int i=0; i<4; i++) { - out[i] = - in[0] * finalMatrix.get(0*4+i) + - in[1] * finalMatrix.get(1*4+i) + - in[2] * finalMatrix.get(2*4+i) + - in[3] * finalMatrix.get(3*4+i); + for ( int i = 0; i < 4; i++ ) { + out[i] = in[0] * finalMatrix.get((0 * 4) + i) + + in[1] * finalMatrix.get((1 * 4) + i) + + in[2] * finalMatrix.get((2 * 4) + i) + + in[3] * finalMatrix.get((3 * 4) + i); } } /** * @param src * @param inverse + * * @return */ private static boolean __gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) { int i, j, k, swap; float t; - float[][] temp = new float[4][4]; + float[][] temp = Project.tempMatrix; - for (i=0; i<4; i++) { - for (j=0; j<4; j++) { - temp[i][j] = src.get(i*4+j); + for ( i = 0; i < 4; i++ ) { + for ( j = 0; j < 4; j++ ) { + temp[i][j] = src.get((i << 2) + j); } } __gluMakeIdentityf(inverse); - for (i = 0; i < 4; i++) { + for ( i = 0; i < 4; i++ ) { /* ** Look for largest element in column */ swap = i; - for (j = i + 1; j < 4; j++) { + for ( j = i + 1; j < 4; j++ ) { /*if (fabs(temp[j][i]) > fabs(temp[i][i])) { swap = j; }*/ - if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) { + if ( Math.abs(temp[j][i]) > Math.abs(temp[i][i]) ) { swap = j; } } - if (swap != i) { + if ( swap != i ) { /* ** Swap rows. */ - for (k = 0; k < 4; k++) { + for ( k = 0; k < 4; k++ ) { t = temp[i][k]; temp[i][k] = temp[swap][k]; temp[swap][k] = t; - t = inverse.get(i*4+k); - inverse.put(i*4+k, inverse.get(swap*4+k)); - inverse.put(swap*4+k,t); + t = inverse.get((i << 2) + k); + inverse.put((i << 2) + k, inverse.get((swap << 2) + k)); + inverse.put((swap << 2) + k, t); } } - if (temp[i][i] == 0) { + if ( temp[i][i] == 0 ) { /* ** No non-zero pivot. The matrix is singular, which shouldn't ** happen. This means the user gave us a bad matrix. @@ -111,16 +115,16 @@ } t = temp[i][i]; - for (k = 0; k < 4; k++) { + for ( k = 0; k < 4; k++ ) { temp[i][k] /= t; - inverse.put(i*4+k, inverse.get(i*4+k) / t); + inverse.put((i << 2) + k, inverse.get((i << 2) + k) / t); } - for (j = 0; j < 4; j++) { - if (j != i) { + for ( j = 0; j < 4; j++ ) { + if ( j != i ) { t = temp[j][i]; - for (k = 0; k < 4; k++) { - temp[j][k] -= temp[i][k]*t; - inverse.put(j*4+k, inverse.get(j*4+k) - inverse.get(i*4+k)*t); + for ( k = 0; k < 4; k++ ) { + temp[j][k] -= temp[i][k] * t; + inverse.put((j << 2) + k, inverse.get((j << 2) + k) - inverse.get((i << 2) + k) * t); } } } @@ -134,20 +138,20 @@ * @param r */ private static void __gluMultMatricesf(FloatBuffer a, FloatBuffer b, FloatBuffer r) { - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - r.put(i*4+j, - a.get(i*4+0)*b.get(0*4+j) + - a.get(i*4+1)*b.get(1*4+j) + - a.get(i*4+2)*b.get(2*4+j) + - a.get(i*4+3)*b.get(3*4+j)); + for ( int i = 0; i < 4; i++ ) { + for ( int j = 0; j < 4; j++ ) { + r.put((i << 2) + j, + a.get((i << 2) + 0) * b.get((0 * 4) + j) + + a.get((i << 2) + 1) * b.get((1 * 4) + j) + + a.get((i << 2) + 2) * b.get((2 * 4) + j) + + a.get((i << 2) + 3) * b.get((3 * 4) + j)); } } } /** * Method gluPerspective. + * * @param fovy * @param aspect * @param zNear @@ -158,17 +162,19 @@ float radians = fovy / 2 * PI / 180; deltaZ = zFar - zNear; - sine = (float) Math.sin(radians); - if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) { + sine = (float)Math.sin(radians); + + if ( (deltaZ == 0) || (sine == 0) || (aspect == 0) ) { return; } - cotangent = (float) Math.cos(radians) / sine; + + cotangent = (float)Math.cos(radians) / sine; __gluMakeIdentityf(matrix); matrix.put(0 * 4 + 0, cotangent / aspect); matrix.put(1 * 4 + 1, cotangent); - matrix.put(2 * 4 + 2, - (zFar + zNear) / deltaZ); + matrix.put(2 * 4 + 2, -(zFar + zNear) / deltaZ); matrix.put(2 * 4 + 3, -1); matrix.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ); matrix.put(3 * 4 + 3, 0); @@ -178,6 +184,7 @@ /** * Method gluLookAt + * * @param eyex * @param eyey * @param eyez @@ -188,20 +195,12 @@ * @param upy * @param upz */ - public static void gluLookAt( - float eyex, - float eyey, - float eyez, - float centerx, - float centery, - float centerz, - float upx, - float upy, - float upz) { - - float[] forward = new float[3]; - float[] side = new float[3]; - float[] up = new float[3]; + public static void gluLookAt(float eyex, float eyey, float eyez, + float centerx, float centery, float centerz, + float upx, float upy, float upz) { + float[] forward = Project.forward; + float[] side = Project.side; + float[] up = Project.up; forward[0] = centerx - eyex; forward[1] = centery - eyey; @@ -239,6 +238,7 @@ /** * Method gluProject + * * @param objx * @param objy * @param objz @@ -246,40 +246,40 @@ * @param projMatrix * @param viewport * @param win_pos + * * @return */ public static boolean gluProject(float objx, float objy, float objz, - FloatBuffer modelMatrix, - FloatBuffer projMatrix, - IntBuffer viewport, - FloatBuffer win_pos) - { - float[] in = new float[4]; - float[] out = new float[4]; + FloatBuffer modelMatrix, + FloatBuffer projMatrix, + IntBuffer viewport, + FloatBuffer win_pos) { + float[] in = Project.in; + float[] out = Project.out; + + in[0] = objx; + in[1] = objy; + in[2] = objz; + in[3] = 1.0f; - in[0]=objx; - in[1]=objy; - in[2]=objz; - in[3]=1.0f; __gluMultMatrixVecf(modelMatrix, in, out); __gluMultMatrixVecf(projMatrix, out, in); - if (in[3] == 0.0) return false; - in[0] /= in[3]; - in[1] /= in[3]; - in[2] /= in[3]; - // Map x, y and z to range 0-1 - in[0] = in[0] * 0.5f + 0.5f; - in[1] = in[1] * 0.5f + 0.5f; - in[2] = in[2] * 0.5f + 0.5f; - // Map x,y to viewport - in[0] = in[0] * viewport.get(2) + viewport.get(0); - in[1] = in[1] * viewport.get(3) + viewport.get(1); + if ( in[3] == 0.0 ) + return false; + + in[3] = (1.0f / in[3]) * 0.5f; + + // Map x, y and z to range 0-1 + in[0] = in[0] * in[3] + 0.5f; + in[1] = in[1] * in[3] + 0.5f; + in[2] = in[2] * in[3] + 0.5f; int pos = win_pos.position(); - win_pos.put(pos++, in[0]); - win_pos.put(pos++, in[1]); + // Map x,y to viewport + win_pos.put(pos++, in[0] * viewport.get(2) + viewport.get(0)); + win_pos.put(pos++, in[1] * viewport.get(3) + viewport.get(1)); win_pos.put(pos, in[2]); return true; @@ -287,6 +287,7 @@ /** * Method gluUnproject + * * @param winx * @param winy * @param winz @@ -294,24 +295,26 @@ * @param projMatrix * @param viewport * @param obj_pos + * * @return */ public static boolean gluUnProject(float winx, float winy, float winz, - FloatBuffer modelMatrix, - FloatBuffer projMatrix, - IntBuffer viewport, - FloatBuffer obj_pos) - { - float[] in = new float[4]; - float[] out = new float[4]; + FloatBuffer modelMatrix, + FloatBuffer projMatrix, + IntBuffer viewport, + FloatBuffer obj_pos) { + float[] in = Project.in; + float[] out = Project.out; __gluMultMatricesf(modelMatrix, projMatrix, finalMatrix); - if (!__gluInvertMatrixf(finalMatrix, finalMatrix)) return false; - in[0]=winx; - in[1]=winy; - in[2]=winz; - in[3]=1.0f; + if ( !__gluInvertMatrixf(finalMatrix, finalMatrix) ) + return false; + + in[0] = winx; + in[1] = winy; + in[2] = winz; + in[3] = 1.0f; // Map x and y from window coordinates in[0] = (in[0] - viewport.get(0)) / viewport.get(2); @@ -323,43 +326,39 @@ in[2] = in[2] * 2 - 1; __gluMultMatrixVecf(finalMatrix, in, out); - if (out[3] == 0.0) return false; - out[0] /= out[3]; - out[1] /= out[3]; - out[2] /= out[3]; + + if ( out[3] == 0.0 ) + return false; + + out[3] = 1.0f / out[3]; int pos = obj_pos.position(); - obj_pos.put(pos++, out[0]); - obj_pos.put(pos++, out[1]); - obj_pos.put(pos, out[2]); + obj_pos.put(pos++, out[0] * out[3]); + obj_pos.put(pos++, out[1] * out[3]); + obj_pos.put(pos, out[2] * out[3]); return true; } /** * Method gluPickMatrix + * * @param x * @param y - * @param deltax - * @param deltay + * @param deltaX + * @param deltaY * @param viewport */ - public static void gluPickMatrix( - float x, - float y, - float deltax, - float deltay, - IntBuffer viewport) { - if (deltax <= 0 || deltay <= 0) { + public static void gluPickMatrix(float x, float y, float deltaX, float deltaY, IntBuffer viewport) { + if ( deltaX <= 0 || deltaY <= 0 ) { return; } /* Translate and scale the picked region to the entire window */ - GL11.glTranslatef( - (viewport.get(2) - 2 * (x - viewport.get(0))) / deltax, - (viewport.get(3) - 2 * (y - viewport.get(1))) / deltay, - 0); - GL11.glScalef(viewport.get(2) / deltax, viewport.get(3) / deltay, 1.0f); + GL11.glTranslatef((viewport.get(2) - 2 * (x - viewport.get(0))) / deltaX, + (viewport.get(3) - 2 * (y - viewport.get(1))) / deltaY, + 0); + GL11.glScalef(viewport.get(2) / deltaX, viewport.get(3) / deltaY, 1.0f); } } Index: Util.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/glu/Util.java,v retrieving revision 1.4 retrieving revision 1.5 diff -u -d -r1.4 -r1.5 --- Util.java 29 Feb 2004 23:42:51 -0000 1.4 +++ Util.java 4 Mar 2004 00:36:39 -0000 1.5 @@ -1,29 +1,32 @@ package org.lwjgl.opengl.glu; -import java.nio.ByteBuffer; -import java.nio.ByteOrder; -import java.nio.FloatBuffer; -import java.nio.IntBuffer; - +import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; +import java.nio.IntBuffer; + /** * Util.java - * - * + * <p/> + * <p/> * Created 7-jan-2004 + * * @author Erik Duijs */ public class Util { - /** temp IntBuffer of one for getting an int from some GL functions */ - private static IntBuffer scratch = createIntBuffer(256); + /** + * temp IntBuffer of one for getting an int from some GL functions + */ + private static IntBuffer scratch = BufferUtils.createIntBuffer(16); /** * Return ceiling of integer division + * * @param a * @param b + * * @return int */ protected static int ceil(int a, int b) { @@ -32,25 +35,30 @@ /** * Normalize vector + * * @param v + * * @return float[] */ protected static float[] normalize(float[] v) { float r; - r = (float) Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); - if (r == 0.0) + r = (float)Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); + if ( r == 0.0 ) return v; - v[0] /= r; - v[1] /= r; - v[2] /= r; + r = 1.0f / r; + + v[0] *= r; + v[1] *= r; + v[2] *= r; return v; } /** * Calculate cross-product + * * @param v1 * @param v2 * @param result @@ -63,28 +71,30 @@ /** * Method compPerPix. + * * @param format + * * @return int */ protected static int compPerPix(int format) { /* Determine number of components per pixel */ - switch (format) { - case GL11.GL_COLOR_INDEX : - case GL11.GL_STENCIL_INDEX : - case GL11.GL_DEPTH_COMPONENT : - case GL11.GL_RED : - case GL11.GL_GREEN : - case GL11.GL_BLUE : - case GL11.GL_ALPHA : - case GL11.GL_LUMINANCE : + switch ( format ) { + case GL11.GL_COLOR_INDEX: + case GL11.GL_STENCIL_INDEX: + case GL11.GL_DEPTH_COMPONENT: + case GL11.GL_RED: + case GL11.GL_GREEN: + case GL11.GL_BLUE: + case GL11.GL_ALPHA: + case GL11.GL_LUMINANCE: return 1; - case GL11.GL_LUMINANCE_ALPHA : + case GL11.GL_LUMINANCE_ALPHA: return 2; - case GL11.GL_RGB : - case GL12.GL_BGR : + case GL11.GL_RGB: + case GL12.GL_BGR: return 3; - case GL11.GL_RGBA : - case GL12.GL_BGRA : + case GL11.GL_RGBA: + case GL12.GL_BGRA: return 4; default : return -1; @@ -93,11 +103,11 @@ /** * Method nearestPower. - * - * Compute the nearest power of 2 number. This algorithm is a little - * strange, but it works quite well. + * <p/> + * Compute the nearest power of 2 number. This algorithm is a little strange, but it works quite well. * * @param value + * * @return int */ protected static int nearestPower(int value) { @@ -106,14 +116,14 @@ i = 1; /* Error! */ - if (value == 0) + if ( value == 0 ) return -1; - for (;;) { - if (value == 1) { + for ( ; ; ) { + if ( value == 1 ) { return i; - } else if (value == 3) { - return i * 4; + } else if ( value == 3 ) { + return i << 2; } value >>= 1; i <<= 1; @@ -122,62 +132,64 @@ /** * Method bytesPerPixel. + * * @param format * @param type + * * @return int */ protected static int bytesPerPixel(int format, int type) { int n, m; - switch (format) { - case GL11.GL_COLOR_INDEX : - case GL11.GL_STENCIL_INDEX : - case GL11.GL_DEPTH_COMPONENT : - case GL11.GL_RED : - case GL11.GL_GREEN : - case GL11.GL_BLUE : - case GL11.GL_ALPHA : - case GL11.GL_LUMINANCE : + switch ( format ) { + case GL11.GL_COLOR_INDEX: + case GL11.GL_STENCIL_INDEX: + case GL11.GL_DEPTH_COMPONENT: + case GL11.GL_RED: + case GL11.GL_GREEN: + case GL11.GL_BLUE: + case GL11.GL_ALPHA: + case GL11.GL_LUMINANCE: n = 1; break; - case GL11.GL_LUMINANCE_ALPHA : + case GL11.GL_LUMINANCE_ALPHA: n = 2; break; - case GL11.GL_RGB : - case GL12.GL_BGR : + case GL11.GL_RGB: + case GL12.GL_BGR: n = 3; break; - case GL11.GL_RGBA : - case GL12.GL_BGRA : + case GL11.GL_RGBA: + case GL12.GL_BGRA: n = 4; break; default : n = 0; } - switch (type) { - case GL11.GL_UNSIGNED_BYTE : + switch ( type ) { + case GL11.GL_UNSIGNED_BYTE: m = 1; break; - case GL11.GL_BYTE : + case GL11.GL_BYTE: m = 1; break; - case GL11.GL_BITMAP : + case GL11.GL_BITMAP: m = 1; break; - case GL11.GL_UNSIGNED_SHORT : + case GL11.GL_UNSIGNED_SHORT: m = 2; break; - case GL11.GL_SHORT : + case GL11.GL_SHORT: m = 2; break; - case GL11.GL_UNSIGNED_INT : + case GL11.GL_UNSIGNED_INT: m = 4; break; - case GL11.GL_INT : + case GL11.GL_INT: m = 4; break; - case GL11.GL_FLOAT : + case GL11.GL_FLOAT: m = 4; break; default : @@ -188,34 +200,10 @@ } /** - * Create a FloatBuffer of specified size. - * @param size - * @return FloatBuffer - */ - protected static FloatBuffer createFloatBuffer(int size) { - ByteBuffer temp = ByteBuffer.allocateDirect(4 * size); - temp.order(ByteOrder.nativeOrder()); - - return temp.asFloatBuffer(); - } - - /** - * Create IntBuffer of specified size. - * @param size - * @return IntBuffer - */ - protected static IntBuffer createIntBuffer(int size) { - ByteBuffer temp = ByteBuffer.allocateDirect(4 * size); - temp.order(ByteOrder.nativeOrder()); - - return temp.asIntBuffer(); - } - - /** - * Convenience method for returning an int, - * rather than getting it out of a buffer yourself. + * Convenience method for returning an int, rather than getting it out of a buffer yourself. * * @param what + * * @return int */ protected static int glGetIntegerv(int what) { |