* VertexBuffer.invariant() - check that buffer position is zero and limit is non zero

* Remove unneeded null check when binding uniforms to uniform bindings 
 * Added Uniform.deleteNativeBuffers() to delete any buffers the uniform might be using (currently independent of Shader disposal)

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10770 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
experimental
sha..RD 11 years ago
parent d048d5d6c1
commit 228a8e2ebd
  1. 4
      engine/src/core/com/jme3/material/Technique.java
  2. 8
      engine/src/core/com/jme3/scene/VertexBuffer.java
  3. 7
      engine/src/core/com/jme3/shader/Uniform.java

@ -222,9 +222,7 @@ public class Technique /* implements Savable */ {
for (UniformBinding binding : def.getWorldBindings()) {
Uniform uniform = shader.getUniform("g_" + binding.name());
uniform.setBinding(binding);
if (uniform != null) {
worldBindUniforms.add(uniform);
}
worldBindUniforms.add(uniform);
}
}
needReload = false;

@ -351,6 +351,14 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
if (data == null) {
throw new AssertionError();
}
// Position must be 0.
if (data.position() != 0) {
throw new AssertionError();
}
// Is the size of the VB == 0?
if (data.limit() == 0) {
throw new AssertionError();
}
// Does offset exceed buffer limit or negative?
if (offset > data.limit() || offset < 0) {
throw new AssertionError();

@ -33,6 +33,7 @@ package com.jme3.shader;
import com.jme3.math.*;
import com.jme3.util.BufferUtils;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
@ -347,4 +348,10 @@ public class Uniform extends ShaderVariable {
updateNeeded = true;
}
public void deleteNativeBuffers() {
if (value instanceof Buffer) {
BufferUtils.destroyDirectBuffer((Buffer)value);
value = null; // ????
}
}
}

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