commit c374e9c301ccad89fe1bf793aa4844c76b0ee2a4
Author: leszek <leszek@koltunski.pl>
Date:   Sun Apr 23 23:05:54 2017 +0100

    Minor

diff --git a/src/main/java/org/distorted/library/EffectQueueMatrix.java b/src/main/java/org/distorted/library/EffectQueueMatrix.java
index 203d6b5..1cd9df4 100644
--- a/src/main/java/org/distorted/library/EffectQueueMatrix.java
+++ b/src/main/java/org/distorted/library/EffectQueueMatrix.java
@@ -107,7 +107,7 @@ class EffectQueueMatrix extends EffectQueue
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 // here construct the ModelView and the ModelViewProjection Matrices
 
-  void constructMatrices(DistortedOutputSurface projection, float halfX, float halfY)
+  private void constructMatrices(DistortedOutputSurface projection, float halfX, float halfY)
     {
     Matrix.setIdentityM(mViewMatrix, 0);
     Matrix.translateM(mViewMatrix, 0, -projection.mWidth/2, projection.mHeight/2, -projection.mDistance);
@@ -197,39 +197,6 @@ class EffectQueueMatrix extends EffectQueue
     mMVMatrixH = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix"); 
     }
 
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-  float[] getMVP()
-    {
-    return mMVPMatrix;
-    }
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-// return true if in the queue there are only translations, scales, x- and y-shears, and rotations along
-// a vector which is perpendicular to the screen, i.e. if the resulting matrix keeps the front wall of the
-// Mesh parallel to the screen.
-
-  boolean canUseShortcut()
-    {
-    for(int i=0; i<mNumEffects; i++)
-      {
-      if (mName[i] == EffectNames.ROTATE.ordinal() )
-        {
-        if( mUniforms[NUM_UNIFORMS*i] != 0.0f || mUniforms[NUM_UNIFORMS*i+1] != 0.0f ) return false;  // rotation along vector with x or y non-zero
-        }
-      else if(mName[i] == EffectNames.QUATERNION.ordinal() )
-        {
-        if( mUniforms[NUM_UNIFORMS*i] != 0.0f || mUniforms[NUM_UNIFORMS*i+1] != 0.0f ) return false;  // quaternion rotation along vector with x or y non-zero
-        }
-      else if(mName[i] == EffectNames.SHEAR.ordinal() )
-        {
-        if( mUniforms[NUM_UNIFORMS*i+2] != 0.0f ) return false; // shear with non-zero Z
-        }
-      }
-
-    return true;
-    }
-
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 
   synchronized void compute(long currTime) 
