check gl errors, cleanups
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00f1fe9438
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@ -147,8 +147,6 @@ public class LineTexRenderer {
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GLES20.glUniformMatrix4fv(hMatrix, 1, false, matrix, 0);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER,
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mIndicesBufferID);
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@ -174,12 +172,10 @@ public class LineTexRenderer {
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GLES20.glUniform4fv(hBgColor, 1, line.color, 0);
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//GLES20.glUniform4f(hBgColor, 0x99 / 255f, 0x96 / 255f, 0x93 / 255f, 0.95f);
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// scale pattern to twice its size, then reset scale to 1.
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// (coord scale * pattern size / tex size) / scale
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//GLES20.glUniform1f(hPatternScale, (8 * line.stipple / 64) / Math.max((int) s, 1));
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float ps = FastMath.clamp((int) (s * 1.3f), 1, 4);
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float ps = FastMath.clamp((int) (s * 1.3f), 1, 3);
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GLES20.glUniform1f(hPatternScale, (8 * line.stipple) / ps);
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GLES20.glUniform1f(hPatternWidth, line.stippleWidth);
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@ -189,6 +185,8 @@ public class LineTexRenderer {
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GLES20.glUniform1f(hScale, pos.scale);
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GLES20.glUniform1f(hWidth, ll.width / s * COORD_SCALE_BY_DIR_SCALE);
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GlUtils.checkGlError("0");
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// add offset vertex
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int vOffset = -STRIDE;
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@ -222,6 +220,8 @@ public class LineTexRenderer {
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GLES20.GL_UNSIGNED_SHORT, 0);
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}
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GlUtils.checkGlError("1");
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// second pass
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allIndices = (ll.oddQuads * 6);
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for (int i = 0; i < allIndices; i += maxIndices) {
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@ -252,6 +252,8 @@ public class LineTexRenderer {
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}
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l = l.next;
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GlUtils.checkGlError("2");
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}
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -261,7 +263,7 @@ public class LineTexRenderer {
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GLES20.glDisableVertexAttribArray(hVertexLength0);
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GLES20.glDisableVertexAttribArray(hVertexLength1);
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GLES20.glDisableVertexAttribArray(hVertexFlip);
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GlUtils.checkGlError(TAG);
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GlUtils.checkGlError("end");
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//GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
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