Resolved more warnings. Applied auto format in affected files.

This commit is contained in:
cola98765
2021-10-10 09:50:44 +02:00
parent ca4597e3d9
commit b67ab59a89
17 changed files with 445 additions and 470 deletions
+11 -15
View File
@@ -1,24 +1,23 @@
package com.seibel.lod.proxy;
import com.mojang.blaze3d.systems.RenderSystem;
import com.seibel.lod.enums.GlProxyContext;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GLCapabilities;
import com.mojang.blaze3d.systems.RenderSystem;
import com.seibel.lod.enums.GlProxyContext;
/**
* A singleton that holds references to different openGL contexts
* and GPU capabilities.
*
*
* <p>
* Helpful OpenGL resources: <br><br>
*
*
* https://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf <br>
* https://learnopengl.com/Advanced-OpenGL/Advanced-Data <br>
* https://gamedev.stackexchange.com/questions/91995/edit-vbo-data-or-create-a-new-one <br><br>
*
*
*
*
* @author James Seibel
* @version 10-2-2021
*/
@@ -67,7 +66,7 @@ public class GlProxy
// Hopefully this shouldn't cause any issues with other mods that need custom contexts
// (although the number that do should be relatively few)
GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE);
GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE);
// create an invisible window to hold the context
lodBuilderGlContext = GLFW.glfwCreateWindow(640, 480, "LOD window", 0L, minecraftGlContext);
@@ -87,7 +86,7 @@ public class GlProxy
// see if this GPU can run fancy fog
fancyFogAvailable = GL.getCapabilities().GL_NV_fog_distance;
if (!fancyFogAvailable)
{
ClientProxy.LOGGER.info("This GPU does not support GL_NV_fog_distance. This means that the fancy fog option will not be available.");
@@ -114,7 +113,7 @@ public class GlProxy
GLCapabilities newGlCapabilities = null;
// get the pointer(s) for this context
switch(newContext)
switch (newContext)
{
case LOD_BUILDER:
contextPointer = lodBuilderGlContext;
@@ -129,9 +128,6 @@ public class GlProxy
default: // default should never happen, it is just here to make the compiler happy
case NONE:
// 0L is equivalent to null
contextPointer = 0L;
newGlCapabilities = null;
break;
}
@@ -158,9 +154,9 @@ public class GlProxy
long currentContext = GLFW.glfwGetCurrentContext();
if(currentContext == lodBuilderGlContext)
if (currentContext == lodBuilderGlContext)
return GlProxyContext.LOD_BUILDER;
else if(currentContext == minecraftGlContext)
else if (currentContext == minecraftGlContext)
return GlProxyContext.MINECRAFT;
else if (currentContext == 0L)
return GlProxyContext.NONE;