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@ -62,6 +62,9 @@ public interface Renderer { |
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/** |
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* The statistics allow tracking of how data |
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* per frame, such as number of objects rendered, number of triangles, etc. |
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* These are updated when the Renderer's methods are used, make sure |
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* to call {@link Statistics#clearFrame() } at the appropriate time |
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* to get accurate info per frame. |
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*/ |
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public Statistics getStatistics(); |
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@ -72,7 +75,7 @@ public interface Renderer { |
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public void invalidateState(); |
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/** |
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* Clears certain channels of the current bound framebuffer. |
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* Clears certain channels of the currently bound framebuffer. |
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* |
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* @param color True if to clear colors (RGBA) |
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* @param depth True if to clear depth/z |
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@ -83,20 +86,23 @@ public interface Renderer { |
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/** |
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* Sets the background (aka clear) color. |
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* @param color |
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* |
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* @param color The background color to set |
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*/ |
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public void setBackgroundColor(ColorRGBA color); |
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/** |
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* Applies the given renderstate, making the neccessary |
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* Applies the given {@link RenderState}, making the necessary |
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* GL calls so that the state is applied. |
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*/ |
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public void applyRenderState(RenderState state); |
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/** |
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* Set the range of the depth values for objects. |
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* @param start |
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* @param end |
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* Set the range of the depth values for objects. All rendered |
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* objects will have their depth clamped to this range. |
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* |
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* @param start The range start |
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* @param end The range end |
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*/ |
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public void setDepthRange(float start, float end); |
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@ -106,47 +112,93 @@ public interface Renderer { |
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public void onFrame(); |
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/** |
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* @param worldMatrix The world transform to use. This changes |
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* the world matrix given in the shader. |
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* Set the world matrix to use. Does nothing if the Renderer is |
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* shader based. |
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* |
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* @param worldMatrix World matrix to use. |
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*/ |
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public void setWorldMatrix(Matrix4f worldMatrix); |
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/** |
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* Sets the view and projection matrices to use. Does nothing if the Renderer |
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* is shader based. |
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* |
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* @param viewMatrix The view matrix to use. |
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* @param projMatrix The projection matrix to use. |
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*/ |
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public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix); |
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/** |
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* Set the viewport location and resolution on the screen. |
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* |
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* @param x The x coordinate of the viewport |
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* @param y The y coordinate of the viewport |
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* @param width Width of the viewport |
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* @param height Height of the viewport |
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*/ |
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public void setViewPort(int x, int y, int width, int height); |
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/** |
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* Specifies a clipping rectangle. |
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* For all future rendering commands, no pixels will be allowed |
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* to be rendered outside of the clip rectangle. |
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* |
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* @param x The x coordinate of the clip rect |
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* @param y The y coordinate of the clip rect |
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* @param width Width of the clip rect |
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* @param height Height of the clip rect |
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*/ |
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public void setClipRect(int x, int y, int width, int height); |
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/** |
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* Clears the clipping rectangle set with |
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* {@link #setClipRect(int, int, int, int) }. |
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*/ |
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public void clearClipRect(); |
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/** |
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* Set lighting state. |
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* Does nothing if the renderer is shader based. |
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* The lights should be provided in world space. |
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* Specify <code>null</code> to disable lighting. |
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* |
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* @param lights The light list to set. |
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*/ |
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public void setLighting(LightList lights); |
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/** |
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* @param shader Sets the shader to use for rendering, uploading it |
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* if neccessary. |
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* Sets the shader to use for rendering. |
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* If the shader has not been uploaded yet, it is compiled |
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* and linked. If it has been uploaded, then the |
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* uniform data is updated and the shader is set. |
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* |
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* @param shader The shader to use for rendering. |
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*/ |
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public void setShader(Shader shader); |
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/** |
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* @param shader The shader to delete. This method also deletes |
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* Deletes a shader. This method also deletes |
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* the attached shader sources. |
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* |
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* @param shader Shader to delete. |
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*/ |
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public void deleteShader(Shader shader); |
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/** |
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* Deletes the provided shader source. |
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* @param source |
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* |
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* @param source The ShaderSource to delete. |
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*/ |
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public void deleteShaderSource(ShaderSource source); |
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/** |
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* Copies contents from src to dst, scaling if neccessary. |
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* Copies contents from src to dst, scaling if necessary. |
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*/ |
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public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst); |
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/** |
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* Copies contents from src to dst, scaling if neccessary. |
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* set copyDepth to false ton ly copy the color |
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* Copies contents from src to dst, scaling if necessary. |
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* set copyDepth to false to only copy the color buffers. |
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*/ |
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public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth); |
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@ -161,8 +213,9 @@ public interface Renderer { |
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* Only color pixels are transferred, the format is BGRA with 8 bits |
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* per component. The given byte buffer should have at least |
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* fb.getWidth() * fb.getHeight() * 4 bytes remaining. |
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* @param fb |
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* @param byteBuf |
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* |
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* @param fb The framebuffer to read from |
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* @param byteBuf The bytebuffer to transfer color data to |
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*/ |
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public void readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf); |
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@ -202,25 +255,43 @@ public interface Renderer { |
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* The int variable gl_InstanceID can be used to access the current |
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* instance of the mesh being rendered inside the vertex shader. |
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* |
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* @param mesh |
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* @param count |
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* @param mesh The mesh to render |
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* @param lod The LOD level to use, see {@link Mesh#setLodLevels(com.jme3.scene.VertexBuffer[]) }. |
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* @param count Number of mesh instances to render |
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*/ |
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public void renderMesh(Mesh mesh, int lod, int count); |
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/** |
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* Called on restart() to reset all GL objects |
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* Resets all previously used {@link GLObject}s on this Renderer. |
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* The state of the GLObjects is reset in such way, that using |
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* them again will cause the renderer to reupload them. |
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* Call this method when you know the GL context is going to shutdown. |
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* |
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* @see GLObject#resetObject() |
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*/ |
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public void resetGLObjects(); |
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/** |
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* Called when the display is restarted to delete |
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* all created GL objects. |
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* Deletes all previously used {@link GLObject}s on this Renderer, and |
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* then resets the GLObjects. |
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* |
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* @see #resetGLObjects() |
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* @see GLObject#deleteObject(com.jme3.renderer.Renderer) |
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*/ |
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public void cleanup(); |
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/** |
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* sets alpha to coverage |
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* @param value |
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* Sets the alpha to coverage state. |
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* <p> |
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* When alpha coverage and multi-sampling is enabled, |
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* each pixel will contain alpha coverage in all |
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* of its subsamples, which is then combined when |
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* other future alpha-blended objects are rendered. |
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* </p> |
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* <p> |
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* Alpha-to-coverage is useful for rendering transparent objects |
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* without having to worry about sorting them. |
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* </p> |
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*/ |
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public void setAlphaToCoverage(boolean value); |
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} |
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