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[changed] exposing setAutoBind() now. Could come in handy for rendering the same...
authorbadlogicgames <badlogicgames@6c4fd544-2939-11df-bb46-9574ba5d0bfa>
Sun, 7 Nov 2010 15:09:18 +0000 (15:09 +0000)
committerbadlogicgames <badlogicgames@6c4fd544-2939-11df-bb46-9574ba5d0bfa>
Sun, 7 Nov 2010 15:09:18 +0000 (15:09 +0000)
gdx/src/com/badlogic/gdx/graphics/Mesh.java
gdx/windows/gdx.dll [deleted file]

index 35de978..a0e617e 100644 (file)
@@ -174,16 +174,20 @@ public class Mesh {
                return vertices.getAttributes().vertexSize;\r
        }\r
 \r
-       // /**\r
-       // * Sets whether to bind the underlying {@link VertexArray} or\r
-       // * {@link VertexBufferObject} automatically on a call to one of the {@link\r
-       // #render(int)}\r
-       // * methods or not.\r
-       // * @param autoBind\r
-       // */\r
-       // public void setAutoBind( boolean autoBind ) {\r
-       // this.autoBind = autoBind;\r
-       // }\r
+       /**\r
+        * Sets whether to bind the underlying {@link VertexArray} or\r
+        * {@link VertexBufferObject} automatically on a call to one of the\r
+        * {@link #render(int)} methods or not. Usually you want to use autobind.\r
+        * Manual binding is an expert functionality. There is a driver bug\r
+        * on the MSM720xa chips that will fuck up memory if you manipulate the\r
+        * vertices and indices of a Mesh multiple times while it is bound. Keep \r
+        * this in mind.\r
+        * \r
+        * @param autoBind whether to autobind meshes.\r
+        */\r
+       public void setAutoBind(boolean autoBind) {\r
+               this.autoBind = autoBind;\r
+       }\r
 \r
        /**\r
         * Binds the underlying {@link VertexArray}/{@link VertexBufferObject} and\r
diff --git a/gdx/windows/gdx.dll b/gdx/windows/gdx.dll
deleted file mode 100644 (file)
index f396c44..0000000
Binary files a/gdx/windows/gdx.dll and /dev/null differ