correct spelling errors in comments
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@ -1,5 +1,5 @@
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/*
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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* Redistribution and use in source and binary forms, with or without
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@ -224,7 +224,7 @@ public enum Caps {
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*/
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*/
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GeometryShader,
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GeometryShader,
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/**
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/**
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* Supports Tesselation shader
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* Supports Tessellation shader
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*/
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*/
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TesselationShader,
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TesselationShader,
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/**
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/**
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@ -139,8 +139,8 @@ public class Mesh implements Savable, Cloneable, JmeCloneable {
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*/
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*/
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Hybrid(false),
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Hybrid(false),
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/**
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/**
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* Used for Tesselation only. Requires to set the number of vertices
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* Used for Tessellation only. Requires to set the number of vertices
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* for each patch (default is 3 for triangle tesselation)
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* for each patch (default is 3 for triangle tessellation)
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*/
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*/
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Patch(true);
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Patch(true);
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private boolean listMode = false;
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private boolean listMode = false;
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@ -182,7 +182,7 @@ public class Mesh implements Savable, Cloneable, JmeCloneable {
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private int vertCount = -1;
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private int vertCount = -1;
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private int elementCount = -1;
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private int elementCount = -1;
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private int instanceCount = -1;
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private int instanceCount = -1;
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private int patchVertexCount=3; //only used for tesselation
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private int patchVertexCount=3; //only used for tessellation
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private int maxNumWeights = -1; // only if using skeletal animation
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private int maxNumWeights = -1; // only if using skeletal animation
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private int[] elementLengths;
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private int[] elementLengths;
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@ -83,12 +83,12 @@ public final class Shader extends NativeObject {
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*/
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*/
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Geometry("geom"),
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Geometry("geom"),
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/**
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/**
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* Controls tesselation factor (e.g how often a input patch should be
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* Controls tessellation factor (e.g how often a input patch should be
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* subdivided)
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* subdivided)
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*/
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*/
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TessellationControl("tsctrl"),
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TessellationControl("tsctrl"),
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/**
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/**
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* Controls tesselation transform (e.g similar to the vertex shader, but
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* Controls tessellation transform (e.g similar to the vertex shader, but
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* required to mix inputs manual)
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* required to mix inputs manual)
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*/
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*/
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TessellationEvaluation("tseval");
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TessellationEvaluation("tseval");
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@ -127,7 +127,7 @@ public final class Shader extends NativeObject {
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protected ShaderSource(ShaderSource ss){
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protected ShaderSource(ShaderSource ss){
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super(ss.id);
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super(ss.id);
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// No data needs to be copied.
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// No data needs to be copied.
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// (This is a destructable clone)
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// (This is a destructible clone)
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}
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}
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public ShaderSource(){
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public ShaderSource(){
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@ -227,7 +227,7 @@ public final class Shader extends NativeObject {
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}
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}
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/**
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/**
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* Do not use this constructor. Used for destructable clones only.
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* Do not use this constructor. Used for destructible clones only.
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*/
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*/
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protected Shader(Shader s){
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protected Shader(Shader s){
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super(s.id);
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super(s.id);
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@ -1,5 +1,5 @@
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/*
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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* Redistribution and use in source and binary forms, with or without
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@ -158,7 +158,7 @@ public class NativeObjectManager {
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}
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}
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if (deleteBufs && UNSAFE && realObj != null) {
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if (deleteBufs && UNSAFE && realObj != null) {
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// Only the real object has native buffers.
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// Only the real object has native buffers.
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// The destructable clone has nothing and cannot be used in this case.
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// The destructible clone has nothing and cannot be used in this case.
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realObj.deleteNativeBuffersInternal();
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realObj.deleteNativeBuffersInternal();
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}
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}
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}
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}
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