fix overflow: use int offsets in TextureItem
should fix #144 - using quad-indices the offsets are not limited to max vertex ids
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00ceb9f359
@ -68,7 +68,7 @@ public final class SymbolBucket extends TextureBucket {
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/* offset of layer data in vbo */
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this.vertexOffset = vboData.position() * 2; //SHORT_BYTES;
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short numIndices = 0;
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int numIndices = 0;
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prevTextures = textures;
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textures = null;
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@ -83,8 +83,8 @@ public class TextBucket extends TextureBucket {
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@Override
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public void prepare() {
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short numIndices = 0;
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short offsetIndices = 0;
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int numIndices = 0;
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int offsetIndices = 0;
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int advanceY = 0;
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float x = 0;
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@ -113,7 +113,7 @@ public class TextBucket extends TextureBucket {
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if (y + height > TEXTURE_HEIGHT) {
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t.offset = offsetIndices;
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t.indices = (short) (numIndices - offsetIndices);
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t.indices = (numIndices - offsetIndices);
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offsetIndices = numIndices;
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t.next = pool.get();
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@ -155,7 +155,7 @@ public class TextBucket extends TextureBucket {
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}
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t.offset = offsetIndices;
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t.indices = (short) (numIndices - offsetIndices);
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t.indices = (numIndices - offsetIndices);
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}
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protected void addItem(TextItem it,
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@ -48,8 +48,8 @@ public class TextureItem extends Inlist<TextureItem> {
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/** vertex offset from which this texture is referenced */
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/* FIXME dont put this here! */
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public short offset;
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public short indices;
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public int offset;
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public int indices;
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/** temporary Bitmap */
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public Bitmap bitmap;
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