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Revision 6537ba91

Added by Leszek Koltunski over 7 years ago

Minor.

View differences:

src/main/java/org/distorted/library/DistortedEffectQueues.java
170 170
///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draw the DistortedObject to the location specified by current Matrix effects.    
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 *     
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 * <p>
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 * Must be called from a thread holding OpenGL Context
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 *
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 * @param currTime current time, in milliseconds.
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 *        This gets passed on to Dynamics inside the Effects that are currently applied to the
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 *        Object.
......
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draw the DistortedObject to the Framebuffer passed.
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 * <p>
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 * Must be called from a thread holding OpenGL Context
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 *
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 * @param currTime Current time, in milliseconds.
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 * @param df       Framebuffer to render this to.
src/main/java/org/distorted/library/DistortedFramebuffer.java
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called form a thread holding OpenGL Context
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// Must be called from a thread holding OpenGL Context
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  private boolean createFBO()
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    {
......
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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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// Must be called from a thread holding OpenGL Context
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  private void deleteFBO()
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    {
......
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 *  Set this as the Framebuffer to write to.
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 *  <p>
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 *  Must be called from a thread holding OpenGL Context
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 */
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  public void setAsOutput()
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    {
......
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 *  Set this as the Framebuffer to read from.
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 *  <p>
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 *  Must be called from a thread holding OpenGL Context
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 */
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  public void setAsInput()
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    {
src/main/java/org/distorted/library/DistortedObjectTree.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draws the Node, and all its children, to the default framebuffer 0 (i.e. the screen).
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 *   
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 * <p>
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 * Must be called from a thread holding OpenGL Context
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 *
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 * @param currTime Current time, in milliseconds.
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 */
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  public void draw(long currTime)
......
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draws the Node, and all its children, to the Framebuffer passed.
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 * <p>
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 * Must be called from a thread holding OpenGL Context
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 *
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 * @param currTime Current time, in milliseconds.
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 * @param df       Framebuffer to render this to.

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