wrap buffers in bufferutils for memory fix
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@ -17,7 +17,6 @@
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+ feedback driven requirements
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+ feedback driven requirements
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Much much much much more UI sound effects
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Much much much much more UI sound effects
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Combine inventory menus into one ui
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UI spacing and scaling
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UI spacing and scaling
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Come up with a title for the game and create a title menu for it (ideally with some animation and music)
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Come up with a title for the game and create a title menu for it (ideally with some animation and music)
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Better skybox
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Better skybox
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@ -355,16 +355,31 @@ public class RenderUtils {
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int numPoints = data.npoints();
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int numPoints = data.npoints();
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//verts
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//verts
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FloatBuffer verts = data.points(numPoints * 3);
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{
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sphereMesh.bufferVertices(verts, 3);
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FloatBuffer verts = data.points(numPoints * 3);
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FloatBuffer vertsFinal = BufferUtils.createFloatBuffer(verts.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
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vertsFinal.put(verts);
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vertsFinal.flip();
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sphereMesh.bufferVertices(vertsFinal, 3);
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}
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//indices
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//indices
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IntBuffer indices = data.triangles(data.ntriangles() * 3);
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{
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sphereMesh.bufferFaces(indices, data.ntriangles() * 3);
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IntBuffer indices = data.triangles(data.ntriangles() * 3);
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IntBuffer indicesFinal = BufferUtils.createIntBuffer(indices.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
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indicesFinal.put(indices);
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indicesFinal.flip();
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sphereMesh.bufferFaces(indicesFinal, data.ntriangles() * 3);
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}
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//texture coords
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//texture coords
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FloatBuffer texCoords = data.tcoords(numPoints * 3);
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{
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sphereMesh.bufferTextureCoords(texCoords, 2);
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FloatBuffer texCoords = data.tcoords(numPoints * 3);
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FloatBuffer texCoordsFinal = BufferUtils.createFloatBuffer(texCoords.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
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texCoordsFinal.put(texCoords);
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texCoordsFinal.flip();
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sphereMesh.bufferTextureCoords(texCoordsFinal, 2);
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}
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//setup extra structures
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//setup extra structures
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@ -396,16 +411,31 @@ public class RenderUtils {
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int numPoints = data.npoints();
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int numPoints = data.npoints();
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//verts
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//verts
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FloatBuffer verts = data.points(numPoints * 3);
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{
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sphereMesh.bufferVertices(verts, 3);
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FloatBuffer verts = data.points(numPoints * 3);
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FloatBuffer vertsFinal = BufferUtils.createFloatBuffer(verts.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
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vertsFinal.put(verts);
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vertsFinal.flip();
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sphereMesh.bufferVertices(vertsFinal, 3);
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}
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//indices
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//indices
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IntBuffer indices = data.triangles(data.ntriangles() * 3);
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{
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sphereMesh.bufferFaces(indices, data.ntriangles() * 3);
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IntBuffer indices = data.triangles(data.ntriangles() * 3);
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IntBuffer indicesFinal = BufferUtils.createIntBuffer(indices.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
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indicesFinal.put(indices);
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indicesFinal.flip();
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sphereMesh.bufferFaces(indicesFinal, data.ntriangles() * 3);
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}
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//texture coords
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//texture coords
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FloatBuffer texCoords = data.tcoords(numPoints * 2);
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{
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sphereMesh.bufferTextureCoords(texCoords, 2);
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FloatBuffer texCoords = data.tcoords(numPoints * 3);
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FloatBuffer texCoordsFinal = BufferUtils.createFloatBuffer(texCoords.limit()); //reallocating to BufferUtils buffer to help minimize memory errors
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texCoordsFinal.put(texCoords);
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texCoordsFinal.flip();
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sphereMesh.bufferTextureCoords(texCoordsFinal, 2);
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}
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//setup extra structures
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//setup extra structures
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Material mat = new Material();
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Material mat = new Material();
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