Format sourcecode

This commit is contained in:
yueh
2017-07-20 21:17:10 +02:00
parent 66437897be
commit 621910df91
295 changed files with 2142 additions and 1562 deletions
@@ -134,14 +134,14 @@ class GlassBakedModel implements IBakedModel
quads.add( createQuad( side, corners, glassTexture, u, v ) );
/*
This needs some explanation:
The bit-field contains 4-bits, one for each direction that a frame may be drawn.
Converted to a number, the bit-field is then used as an index into the list of
frame textures, which have been created in such a way that their filenames
indicate, in which directions they contain borders.
i.e. bitmask = 0101 means a border should be drawn up and down (in terms of u,v space).
Converted to a number, this bitmask is 5. So the texture at index 5 is used.
That texture had "0101" in its filename to indicate this.
* This needs some explanation:
* The bit-field contains 4-bits, one for each direction that a frame may be drawn.
* Converted to a number, the bit-field is then used as an index into the list of
* frame textures, which have been created in such a way that their filenames
* indicate, in which directions they contain borders.
* i.e. bitmask = 0101 means a border should be drawn up and down (in terms of u,v space).
* Converted to a number, this bitmask is 5. So the texture at index 5 is used.
* That texture had "0101" in its filename to indicate this.
*/
int edgeBitmask = makeBitmask( glassState, side );
TextureAtlasSprite sideSprite = frameTextures[edgeBitmask];
@@ -227,8 +227,9 @@ class GlassBakedModel implements IBakedModel
}
/*
This method is as complicated as it is, because the order in which we push data into the vertexbuffer actually has to be precisely the order
in which the vertex elements had been declared in the vertex format.
* This method is as complicated as it is, because the order in which we push data into the vertexbuffer actually
* has to be precisely the order
* in which the vertex elements had been declared in the vertex format.
*/
private void putVertex( UnpackedBakedQuad.Builder builder, Vec3d normal, double x, double y, double z, TextureAtlasSprite sprite, float u, float v )
{