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package org.distorted.library;
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import android.opengl.GLES30;
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import java.nio.FloatBuffer;
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import java.util.HashMap;
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import java.util.LinkedList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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static final int NORMAL_DATA_SIZE = 3; // Size of the normal data in elements.
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static final int TEX_DATA_SIZE = 2; // Size of the texture coordinate data in elements.
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///// CREATING/DELETING Vertex Buffer Objects ///////////////////////////
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private static final int JOB_CREATE = 0;
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private static final int JOB_DELETE = 1;
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private class Job
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{
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MeshObject mesh;
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int action;
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Job(MeshObject o, int a)
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{
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mesh = o;
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action = a;
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}
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}
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private static boolean mToDo = false;
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private static LinkedList<MeshObject> mDoneList = new LinkedList<>();
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private static HashMap<Long,Job> mToDoMap = new HashMap<>();
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/////////////////////////////////////////////////////////////////////////
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private static long mNextID = 0;
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private long mID;
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int dataLength;
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FloatBuffer mMeshPositions, mMeshNormals, mMeshTexture;
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int[] mPosVBO = new int[1];
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int[] mNorVBO = new int[1];
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int[] mTexVBO = new int[1];
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final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth'
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// of the Mesh. Used in DistortedEffects. See DistortedTexture.getDepth().
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MeshObject(float factor)
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{
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zFactor = factor;
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mID = mNextID++;
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recreate();
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mToDoMap.put(mID, new Job(this,JOB_CREATE) );
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mToDo = true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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static synchronized boolean toDo()
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{
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if( mToDo )
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{
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Job job;
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MeshObject mesh;
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for(Long key: mToDoMap.keySet())
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{
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job = mToDoMap.get(key);
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mesh = job.mesh;
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//android.util.Log.d("MESH", " ---> need to "+(job.action==JOB_CREATE ? "create":"delete") );
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if( job.action==JOB_CREATE )
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{
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mesh.create();
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mDoneList.add(mesh);
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}
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else if( job.action==JOB_DELETE )
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{
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mesh.delete();
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}
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}
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mToDoMap.clear();
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mToDo = false;
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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//
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// Do NOT release mMeshPositions etc as we will need them when we need to re-create the buffers after
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// a loss of OpenGL context!
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private void create()
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{
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if( mPosVBO[0]<0 )
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{
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GLES30.glGenBuffers(1, mPosVBO, 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mPosVBO[0]);
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GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, dataLength*POSITION_DATA_SIZE*BYTES_PER_FLOAT, mMeshPositions, GLES30.GL_STATIC_READ);
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}
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if( mNorVBO[0]<0 )
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{
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GLES30.glGenBuffers(1, mNorVBO, 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mNorVBO[0]);
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GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, dataLength* NORMAL_DATA_SIZE*BYTES_PER_FLOAT, mMeshNormals , GLES30.GL_STATIC_READ);
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}
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if( mTexVBO[0]<0 )
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{
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GLES30.glGenBuffers(1, mTexVBO, 0);
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mTexVBO[0]);
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GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, dataLength* TEX_DATA_SIZE*BYTES_PER_FLOAT, mMeshTexture , GLES30.GL_STATIC_READ);
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}
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called from a thread holding OpenGL Context
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private void delete()
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{
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if( mPosVBO[0]>=0 )
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{
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GLES30.glDeleteBuffers(1, mPosVBO, 0);
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mPosVBO[0] = -1;
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}
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if( mNorVBO[0]>=0 )
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{
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GLES30.glDeleteBuffers(1, mNorVBO, 0);
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mNorVBO[0] = -1;
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}
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if( mTexVBO[0]>=0 )
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{
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GLES30.glDeleteBuffers(1, mTexVBO, 0);
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mTexVBO[0] = -1;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void recreate()
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{
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mPosVBO[0] = -1;
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mNorVBO[0] = -1;
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mTexVBO[0] = -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static synchronized void onPause()
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{
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MeshObject mesh;
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int num = mDoneList.size();
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for(int i=0; i<num; i++)
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{
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mesh = mDoneList.removeFirst();
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mToDoMap.put(mesh.getID(), mesh.new Job(mesh,JOB_CREATE) );
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mesh.recreate();
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}
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mToDo = true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static synchronized void onDestroy()
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{
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mToDoMap.clear();
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mDoneList.clear();
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mToDo = true;
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mNextID = 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@SuppressWarnings("unused")
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static void debugLists()
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{
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android.util.Log.e("Mesh", "Done list:");
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MeshObject mesh;
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int num = mDoneList.size();
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for(int i=0; i<num; i++)
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{
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mesh = mDoneList.get(i);
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mesh.print(i, "");
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}
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android.util.Log.e("Mesh", "ToDo list:");
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Job job;
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int i=0;
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for(Long key: mToDoMap.keySet())
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{
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job = mToDoMap.get(key);
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job.mesh.print(i++, job.action==JOB_CREATE ? " create":" delete");
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void print(int i, String extra)
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{
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String str;
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if( this instanceof MeshFlat ) str = (i+": MeshFlat ");
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else if( this instanceof MeshCubes) str = (i+": MeshCubes ");
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else str = (i+": UNKNOWN ");
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str += ( "dataLength: "+dataLength+" meshID:"+getID());
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android.util.Log.e("Mesh", str+extra);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Get the minimal set of Vertices which have the same convex hull as the whole set.
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* <p>
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* This is used to be able to quickly compute, in window coordinates, the Mesh'es bounding rectangle.
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*/
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abstract float[] getBoundingVertices();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void markForCreation()
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{
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mDoneList.remove(this);
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mToDoMap.put(mID, new Job(this,JOB_CREATE) );
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mToDo = true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render.
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*/
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synchronized public void markForDeletion()
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{
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mDoneList.remove(this);
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mToDoMap.put(mID, new Job(this,JOB_DELETE) );
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mToDo = true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Return unique ID of this Mesh.
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*/
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public long getID()
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{
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return mID;
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}
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}
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Preparation for Transfer Feedback: Convert the meshes from client-side to VBOs.