Use direct, native order Buffers for OpenGL data.
This commit is contained in:
@@ -16,6 +16,8 @@
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package com.example.android.apis.graphics.spritetext;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.CharBuffer;
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import java.nio.FloatBuffer;
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@@ -27,115 +29,112 @@ import javax.microedition.khronos.opengles.GL10;
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*/
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class Grid {
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public Grid(int w, int h) {
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if (w < 0 || w >= 65536) {
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throw new IllegalArgumentException("w");
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}
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if (h < 0 || h >= 65536) {
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throw new IllegalArgumentException("h");
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}
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if (w * h >= 65536) {
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throw new IllegalArgumentException("w * h >= 65536");
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}
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public Grid(int w, int h) {
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if (w < 0 || w >= 65536) {
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throw new IllegalArgumentException("w");
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}
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if (h < 0 || h >= 65536) {
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throw new IllegalArgumentException("h");
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}
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if (w * h >= 65536) {
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throw new IllegalArgumentException("w * h >= 65536");
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}
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mW = w;
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mH = h;
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int size = w * h;
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mVertexArray = new float[size * 3];
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mVertexBuffer = FloatBuffer.wrap(mVertexArray);
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mW = w;
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mH = h;
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int size = w * h;
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final int FLOAT_SIZE = 4;
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final int CHAR_SIZE = 2;
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mVertexBuffer = ByteBuffer.allocateDirect(FLOAT_SIZE * size * 3)
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.order(ByteOrder.nativeOrder()).asFloatBuffer();
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mTexCoordBuffer = ByteBuffer.allocateDirect(FLOAT_SIZE * size * 2)
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.order(ByteOrder.nativeOrder()).asFloatBuffer();
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mTexCoordArray = new float[size * 2];
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mTexCoordBuffer = FloatBuffer.wrap(mTexCoordArray);
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int quadW = mW - 1;
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int quadH = mH - 1;
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int quadCount = quadW * quadH;
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int indexCount = quadCount * 6;
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mIndexCount = indexCount;
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mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount)
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.order(ByteOrder.nativeOrder()).asCharBuffer();
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int quadW = mW - 1;
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int quadH = mH - 1;
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int quadCount = quadW * quadH;
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int indexCount = quadCount * 6;
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mIndexCount = indexCount;
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char[] indexArray = new char[indexCount];
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/*
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* Initialize triangle list mesh.
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*
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* [0]-----[ 1] ...
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* | / |
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* | / |
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* | / |
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* [w]-----[w+1] ...
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* | |
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*
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*/
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/*
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* Initialize triangle list mesh.
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*
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* [0]-----[ 1] ...
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* | / |
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* | / |
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* | / |
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* [w]-----[w+1] ...
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* | |
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*
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*/
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{
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int i = 0;
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for (int y = 0; y < quadH; y++) {
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for (int x = 0; x < quadW; x++) {
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char a = (char) (y * mW + x);
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char b = (char) (y * mW + x + 1);
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char c = (char) ((y + 1) * mW + x);
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char d = (char) ((y + 1) * mW + x + 1);
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{
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int i = 0;
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for (int y = 0; y < quadH; y++) {
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for (int x = 0; x < quadW; x++) {
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char a = (char) (y * mW + x);
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char b = (char) (y * mW + x + 1);
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char c = (char) ((y + 1) * mW + x);
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char d = (char) ((y + 1) * mW + x + 1);
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mIndexBuffer.put(i++, a);
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mIndexBuffer.put(i++, b);
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mIndexBuffer.put(i++, c);
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indexArray[i++] = a;
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indexArray[i++] = b;
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indexArray[i++] = c;
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mIndexBuffer.put(i++, b);
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mIndexBuffer.put(i++, c);
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mIndexBuffer.put(i++, d);
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}
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}
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}
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indexArray[i++] = b;
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indexArray[i++] = c;
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indexArray[i++] = d;
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}
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}
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}
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}
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mIndexBuffer = CharBuffer.wrap(indexArray);
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}
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void set(int i, int j, float x, float y, float z, float u, float v) {
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if (i < 0 || i >= mW) {
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throw new IllegalArgumentException("i");
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}
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if (j < 0 || j >= mH) {
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throw new IllegalArgumentException("j");
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}
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void set(int i, int j, float x, float y, float z, float u, float v) {
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if (i < 0 || i >= mW) {
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throw new IllegalArgumentException("i");
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}
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if (j < 0 || j >= mH) {
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throw new IllegalArgumentException("j");
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}
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int index = mW * j + i;
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int index = mW * j + i;
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int posIndex = index * 3;
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mVertexBuffer.put(posIndex, x);
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mVertexBuffer.put(posIndex + 1, y);
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mVertexBuffer.put(posIndex + 2, z);
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int posIndex = index * 3;
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mVertexArray[posIndex] = x;
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mVertexArray[posIndex + 1] = y;
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mVertexArray[posIndex + 2] = z;
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int texIndex = index * 2;
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mTexCoordBuffer.put(texIndex, u);
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mTexCoordBuffer.put(texIndex + 1, v);
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}
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int texIndex = index * 2;
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mTexCoordArray[texIndex] = u;
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mTexCoordArray[texIndex + 1] = v;
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}
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public void draw(GL10 gl, boolean useTexture) {
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
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public void draw(GL10 gl, boolean useTexture) {
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
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if (useTexture) {
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gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
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gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer);
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gl.glEnable(GL10.GL_TEXTURE_2D);
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} else {
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gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
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gl.glDisable(GL10.GL_TEXTURE_2D);
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}
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if (useTexture) {
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gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
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gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer);
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gl.glEnable(GL10.GL_TEXTURE_2D);
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} else {
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gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
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gl.glDisable(GL10.GL_TEXTURE_2D);
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}
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gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount,
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GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
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gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount,
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GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
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gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
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}
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}
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private FloatBuffer mVertexBuffer;
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private float[] mVertexArray;
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private FloatBuffer mVertexBuffer;
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private FloatBuffer mTexCoordBuffer;
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private CharBuffer mIndexBuffer;
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private FloatBuffer mTexCoordBuffer;
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private float[] mTexCoordArray;
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private CharBuffer mIndexBuffer;
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private int mW;
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private int mH;
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private int mIndexCount;
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private int mW;
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private int mH;
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private int mIndexCount;
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}
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