Package gnu.trove.iterator

Examples of gnu.trove.iterator.TIntIntIterator.advance()


    }

    private void disposeData() {
        TIntIntIterator it = fragmentPrograms.iterator();
        while (it.hasNext()) {
            it.advance();
            GL20.glDeleteShader(it.value());
        }
        fragmentPrograms.clear();

        it = vertexPrograms.iterator();
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        }
        fragmentPrograms.clear();

        it = vertexPrograms.iterator();
        while (it.hasNext()) {
            it.advance();
            GL20.glDeleteShader(it.value());
        }
        vertexPrograms.clear();
        shaderProgramBase = null;
    }
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    }

    private void disposeData() {
        TIntIntIterator it = shaderPrograms.iterator();
        while (it.hasNext()) {
            it.advance();
            GL20.glDeleteProgram(it.value());
        }
        shaderPrograms.clear();
        uniformLocationMap.clear();
        shader = null;
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            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform1f(id, f);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform1f(id, f);
            }
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            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform1(id, buffer);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform1(id, buffer);
            }
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            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform2f(id, f1, f2);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform2f(id, f1, f2);
            }
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            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform2(id, buffer);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform2(id, buffer);
            }
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            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform3f(id, f1, f2, f3);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform3f(id, f1, f2, f3);
            }
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            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform3(id, buffer);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform3(id, buffer);
            }
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            int id = getUniformLocation(getActiveShaderProgramId(), desc);
            GL20.glUniform4f(id, f1, f2, f3, f4);
        } else {
            TIntIntIterator it = shaderPrograms.iterator();
            while (it.hasNext()) {
                it.advance();

                GL20.glUseProgram(it.value());
                int id = getUniformLocation(it.value(), desc);
                GL20.glUniform4f(id, f1, f2, f3, f4);
            }
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