fix renderer crash due to merge
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parent
2e4148f3c3
commit
49a9a6f99b
@ -975,12 +975,12 @@ public final class GLRenderer implements Renderer {
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gl.glUniform1i(loc, b.booleanValue() ? GL.GL_TRUE : GL.GL_FALSE);
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gl.glUniform1i(loc, b.booleanValue() ? GL.GL_TRUE : GL.GL_FALSE);
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break;
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break;
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case Matrix3:
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case Matrix3:
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fb = (FloatBuffer) uniform.getValue();
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fb = uniform.getMultiData();
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assert fb.remaining() == 9;
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assert fb.remaining() == 9;
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gl.glUniformMatrix3(loc, false, fb);
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gl.glUniformMatrix3(loc, false, fb);
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break;
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break;
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case Matrix4:
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case Matrix4:
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fb = (FloatBuffer) uniform.getValue();
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fb = uniform.getMultiData();
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assert fb.remaining() == 16;
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assert fb.remaining() == 16;
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gl.glUniformMatrix4(loc, false, fb);
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gl.glUniformMatrix4(loc, false, fb);
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break;
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break;
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@ -989,23 +989,23 @@ public final class GLRenderer implements Renderer {
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gl.glUniform1(loc, ib);
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gl.glUniform1(loc, ib);
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break;
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break;
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case FloatArray:
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case FloatArray:
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fb = (FloatBuffer) uniform.getValue();
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fb = uniform.getMultiData();
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gl.glUniform1(loc, fb);
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gl.glUniform1(loc, fb);
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break;
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break;
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case Vector2Array:
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case Vector2Array:
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fb = (FloatBuffer) uniform.getValue();
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fb = uniform.getMultiData();
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gl.glUniform2(loc, fb);
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gl.glUniform2(loc, fb);
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break;
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break;
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case Vector3Array:
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case Vector3Array:
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fb = (FloatBuffer) uniform.getValue();
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fb = uniform.getMultiData();
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gl.glUniform3(loc, fb);
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gl.glUniform3(loc, fb);
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break;
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break;
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case Vector4Array:
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case Vector4Array:
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fb = (FloatBuffer) uniform.getValue();
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fb = uniform.getMultiData();
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gl.glUniform4(loc, fb);
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gl.glUniform4(loc, fb);
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break;
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break;
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case Matrix4Array:
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case Matrix4Array:
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fb = (FloatBuffer) uniform.getValue();
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fb = uniform.getMultiData();
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gl.glUniformMatrix4(loc, false, fb);
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gl.glUniformMatrix4(loc, false, fb);
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break;
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break;
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case Int:
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case Int:
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