more code cleanup
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@ -13,12 +13,12 @@ public class OpenGLContext {
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/**
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* The maximum number of textures supported
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*/
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int maxTextureImageUnits = 0;
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private int maxTextureImageUnits = 0;
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/**
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* The maximum texture size
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*/
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int maxTextureSize = 0;
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private int maxTextureSize = 0;
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/**
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* Constructor
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@ -29,7 +29,7 @@ public class OpenGLState {
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/**
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* the max texture allowed by the current environment
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*/
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int MAX_TEXTURE_WIDTH;
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private int MAX_TEXTURE_WIDTH;
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/**
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* the current viewport dimensions
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@ -39,58 +39,58 @@ public class OpenGLState {
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/**
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* whether depth test is enabled or not
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*/
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boolean depthTest;
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private boolean depthTest;
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/**
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* the current depth function
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*/
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int depthFunction;
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private int depthFunction;
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/**
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* whether to blend or not
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*/
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boolean blendTest;
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private boolean blendTest;
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/**
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* the current blend func
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* map is (texture unit) -> [sfactor,dfactor]
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*/
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Map<Integer,int[]> blendFuncMap;
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private Map<Integer,int[]> blendFuncMap;
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/**
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* the key that contains the value of glBlendFunc (which would affect all buffers)
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*/
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static final int ALL_BUFFERS_KEY = -1;
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private static final int ALL_BUFFERS_KEY = -1;
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/**
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* the currently active texture
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*/
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int activeTexture;
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private int activeTexture;
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/**
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* Currently bound framebuffer type
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*/
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int framebufferType;
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private int framebufferType;
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/**
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* Pointer for currently bound framebuffer
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*/
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int framebufferPointer;
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private int framebufferPointer;
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/**
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* active shader
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*/
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Shader activeShader;
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private Shader activeShader;
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/**
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* map of texture units and their corresponding texture pointers
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*/
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Map<Integer,Integer> unitToPointerMap;
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private Map<Integer,Integer> unitToPointerMap;
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/**
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* A map of index -> uniform buffer bound to that index
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*/
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Map<Integer,UniformBlockBinding> indexBlockMap;
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private Map<Integer,UniformBlockBinding> indexBlockMap;
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/**
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