commit 6b962e80b35cd5b38a11d5eac5524f8c1d9d4b3b
Author: Leszek Koltunski <leszek@distoretedandroid.org>
Date:   Fri May 26 11:57:02 2017 +0100

    Minor.

diff --git a/src/main/java/org/distorted/library/DistortedOutputSurface.java b/src/main/java/org/distorted/library/DistortedOutputSurface.java
index 8e14291..0445aca 100644
--- a/src/main/java/org/distorted/library/DistortedOutputSurface.java
+++ b/src/main/java/org/distorted/library/DistortedOutputSurface.java
@@ -157,7 +157,7 @@ abstract class DistortedOutputSurface extends DistortedSurface implements Distor
 
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 
-  void createBuffers()
+  private void createBuffers()
     {
     float mipmap=1.0f;
 
@@ -187,6 +187,45 @@ abstract class DistortedOutputSurface extends DistortedSurface implements Distor
       }
     }
 
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+  private int blitWithDepth(int quality, long currTime)
+    {
+    DistortedFramebuffer buffer = mBuffer[quality];
+
+    GLES30.glViewport(0, 0, mWidth, mHeight);
+    setAsOutput(currTime);
+    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
+    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
+    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
+    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
+
+    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
+    GLES30.glStencilMask(0x00);
+
+    DistortedEffects.blitDepthPriv(this);
+    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
+    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
+    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
+    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
+
+    // clear buffers
+    GLES30.glStencilMask(0xff);
+    GLES30.glDepthMask(true);
+    GLES30.glColorMask(true,true,true,true);
+    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
+    GLES30.glClearDepthf(1.0f);
+    GLES30.glClearStencil(0);
+
+    buffer.setAsOutput();
+    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
+    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
+    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
+    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
+
+    return 1;
+    }
+
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 // Render all children, one by one. If there are no postprocessing effects, just render to THIS.
 // Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
@@ -233,45 +272,6 @@ abstract class DistortedOutputSurface extends DistortedSurface implements Distor
     return numRenders;
     }
 
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-  int blitWithDepth(int quality, long currTime)
-    {
-    DistortedFramebuffer buffer = mBuffer[quality];
-
-    GLES30.glViewport(0, 0, mWidth, mHeight);
-    setAsOutput(currTime);
-    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
-    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mColorH[0]);
-    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
-    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
-
-    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
-    GLES30.glStencilMask(0x00);
-
-    DistortedEffects.blitDepthPriv(this);
-    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
-    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
-    GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
-    GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
-
-    // clear buffers
-    GLES30.glStencilMask(0xff);
-    GLES30.glDepthMask(true);
-    GLES30.glColorMask(true,true,true,true);
-    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
-    GLES30.glClearDepthf(1.0f);
-    GLES30.glClearStencil(0);
-
-    buffer.setAsOutput();
-    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[1], 0);
-    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT|GLES30.GL_DEPTH_BUFFER_BIT|GLES30.GL_STENCIL_BUFFER_BIT);
-    GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, buffer.mColorH[0], 0);
-    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
-
-    return 1;
-    }
-
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 
   void newJob(int t, DistortedNode n, DistortedEffectsPostprocess d)
