rename vars: vertices counts are actually indices
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@ -75,7 +75,7 @@ public class BitmapLayer extends TextureLayer {
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}
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TextureItem t = textures;
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t.vertices = TextureLayer.INDICES_PER_SPRITE;
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t.indices = TextureLayer.INDICES_PER_SPRITE;
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}
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private void setVertices(ShortBuffer sbuf) {
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@ -215,10 +215,10 @@ public class BitmapLayer extends TextureLayer {
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t.bind();
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int maxVertices = MapRenderer.maxQuads * INDICES_PER_SPRITE;
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int maxIndices = MapRenderer.maxQuads * INDICES_PER_SPRITE;
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// draw up to maxVertices in each iteration
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for (int i = 0; i < t.vertices; i += maxVertices) {
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for (int i = 0; i < t.indices; i += maxIndices) {
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// to.offset * (24(shorts) * 2(short-bytes) / 6(indices) == 8)
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int off = (t.offset + i) * 8 + tl.offset;
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@ -228,11 +228,11 @@ public class BitmapLayer extends TextureLayer {
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GL.glVertexAttribPointer(s.aTexCoord, 2,
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GL20.GL_SHORT, false, 12, off + 8);
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int numVertices = t.vertices - i;
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if (numVertices > maxVertices)
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numVertices = maxVertices;
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int numIndices = t.indices - i;
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if (numIndices > maxIndices)
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numIndices = maxIndices;
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GL.glDrawElements(GL20.GL_TRIANGLES, numVertices,
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GL.glDrawElements(GL20.GL_TRIANGLES, numIndices,
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GL20.GL_UNSIGNED_SHORT, 0);
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}
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}
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@ -112,7 +112,7 @@ public final class SymbolLayer extends TextureLayer {
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t.upload();
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t.offset = numIndices;
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t.vertices = 0;
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t.indices = 0;
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}
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width = t.width;
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height = t.height;
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@ -176,9 +176,9 @@ public final class SymbolLayer extends TextureLayer {
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pos += TextLayer.VERTICES_PER_SPRITE * 6;
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/* six elements used to draw the four vertices */
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t.vertices += TextureLayer.INDICES_PER_SPRITE;
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t.indices += TextureLayer.INDICES_PER_SPRITE;
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}
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numIndices += t.vertices;
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numIndices += t.indices;
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}
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if (pos > 0)
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@ -199,7 +199,7 @@ public final class SymbolLayer extends TextureLayer {
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textures = Inlist.appendItem(textures, t);
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t.offset = 0;
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t.vertices = 0;
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t.indices = 0;
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return t;
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}
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}
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@ -112,7 +112,7 @@ public final class TextLayer extends TextureLayer {
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if (y + height > TEXTURE_HEIGHT) {
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t.offset = offsetIndices;
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t.vertices = (short) (numIndices - offsetIndices);
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t.indices = (short) (numIndices - offsetIndices);
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offsetIndices = numIndices;
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t.next = pool.get();
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@ -167,7 +167,7 @@ public final class TextLayer extends TextureLayer {
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vi.used = pos;
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t.offset = offsetIndices;
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t.vertices = (short) (numIndices - offsetIndices);
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t.indices = (short) (numIndices - offsetIndices);
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return true;
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}
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@ -44,7 +44,7 @@ public class TextureItem extends Inlist<TextureItem> {
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/** vertex offset from which this texture is referenced */
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public short offset;
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public short vertices;
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public short indices;
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/** temporary Bitmap */
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public Bitmap bitmap;
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@ -172,10 +172,10 @@ public abstract class TextureLayer extends RenderElement {
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1f / (t.height * COORD_SCALE));
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t.bind();
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int maxVertices = MapRenderer.maxQuads * INDICES_PER_SPRITE;
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int maxIndices = MapRenderer.maxQuads * INDICES_PER_SPRITE;
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/* draw up to maxVertices in each iteration */
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for (int i = 0; i < t.vertices; i += maxVertices) {
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for (int i = 0; i < t.indices; i += maxIndices) {
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/* to.offset * (24(shorts) * 2(short-bytes)
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* / 6(indices) == 8) */
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int off = (t.offset + i) * 8 + tl.offset;
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@ -198,11 +198,11 @@ public abstract class TextureLayer extends RenderElement {
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2, GL20.GL_SHORT, false, 12,
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layers.vertexArrayBuffer);
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}
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int numVertices = t.vertices - i;
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if (numVertices > maxVertices)
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numVertices = maxVertices;
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int numIndices = t.indices - i;
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if (numIndices > maxIndices)
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numIndices = maxIndices;
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GL.glDrawElements(GL20.GL_TRIANGLES, numVertices,
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GL.glDrawElements(GL20.GL_TRIANGLES, numIndices,
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GL20.GL_UNSIGNED_SHORT, 0);
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}
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