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c5369f1b
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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af4cc5db
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Leszek Koltunski
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import java.util.LinkedList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Keep all objects created in a static LinkedList. The point: we need to be able to mark
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* Objects for deletion, and delete all marked Objects later at a convenient time (that's
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* because we can only delete from a thread that holds the OpenGL context so here we provide a
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* framework where one is able to mark for deletion at any time and actual deletion takes place
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* on the next render).
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*/
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abstract class DistortedSurface
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{
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static final int FAILED_TO_CREATE = -1;
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static final int NOT_CREATED_YET = -2;
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static final int DONT_CREATE = -3;
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leszek
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private static boolean mToDo = false;
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private static LinkedList<DistortedSurface> mDoneList = new LinkedList<>();
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private static LinkedList<DistortedSurface> mToDoList = new LinkedList<>();
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private static long mNextID = 0;
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private long mID;
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private boolean mMarked;
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int[] mColorH = new int[1];
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int mSizeX, mSizeY; // in screen space
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract void create();
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abstract void delete();
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abstract void recreate();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called form a thread holding OpenGL Context
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static synchronized void toDo()
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{
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if( mToDo )
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af4cc5db
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Leszek Koltunski
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{
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DistortedSurface surface;
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Leszek Koltunski
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int num = mToDoList.size();
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for(int i=0; i<num; i++)
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{
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surface = mToDoList.removeFirst();
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Leszek Koltunski
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if(surface.mMarked)
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{
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surface.delete();
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surface.mMarked = false;
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}
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else
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{
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surface.create();
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mDoneList.add(surface);
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}
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}
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mToDo = false;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static synchronized void onDestroy()
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{
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DistortedSurface surface;
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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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surface = mDoneList.removeFirst();
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if( !surface.mMarked )
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{
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surface.recreate();
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mToDoList.add(surface);
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}
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}
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mToDo = true;
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mNextID = 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void moveToToDo()
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{
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if ( mDoneList.remove(this) )
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{
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mToDoList.add(this);
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mToDo = true;
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}
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af4cc5db
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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DistortedSurface(int width, int height, int color)
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{
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mSizeX = width ;
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mSizeY = height;
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mColorH[0]= color;
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mMarked = false;
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mID = mNextID++;
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if( color!=DONT_CREATE )
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{
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mToDoList.add(this);
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mToDo = true;
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}
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af4cc5db
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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c5369f1b
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leszek
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/**
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af4cc5db
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Leszek Koltunski
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* Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render.
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leszek
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*/
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af4cc5db
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Leszek Koltunski
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public void markForDeletion()
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{
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if( !mMarked )
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{
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mToDo = true;
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mMarked = true;
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mDoneList.remove(this);
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mToDoList.add(this);
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}
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af4cc5db
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Leszek Koltunski
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}
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c5369f1b
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leszek
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af4cc5db
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Leszek Koltunski
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////////////////////////////////////////////////////////////////////////////////////////////////////
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c5369f1b
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leszek
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/**
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af4cc5db
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Leszek Koltunski
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* Return unique ID of the Surface.
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c5369f1b
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*/
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af4cc5db
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Leszek Koltunski
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public long getID()
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{
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return mID;
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af4cc5db
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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c5369f1b
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leszek
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/**
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af4cc5db
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Leszek Koltunski
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* Returns the height of the Surface.
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*
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* @return height of the object, in pixels.
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*/
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public int getWidth()
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{
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return mSizeX;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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c5369f1b
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leszek
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/**
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Leszek Koltunski
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* Returns the width of the Surface.
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*
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* @return width of the Object, in pixels.
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*/
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public int getHeight()
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{
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return mSizeY;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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af4cc5db
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Leszek Koltunski
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* Returns the depth of the Surface.
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* <p>
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* Admittedly quite a strange method. Why do we need to pass a Mesh to it? Because one cannot determine
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* 'depth' of a Surface (bitmap really!) when rendered based only on the texture itself, that depends
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* on the Mesh it is rendered with.
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*
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* @return depth of the Object, in pixels.
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*/
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public int getDepth(MeshObject mesh)
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{
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return mesh==null ? 0 : (int)(mSizeX*mesh.zFactor);
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}
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}
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