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ShortArray.ensureCapacity
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How to use
ensureCapacity
method
in
com.badlogic.gdx.utils.ShortArray

Best Java code snippets using com.badlogic.gdx.utils.ShortArray.ensureCapacity (Showing top 20 results out of 315)

origin: libgdx/libgdx

@Override
public void ensureIndices (int numIndices) {
  indices.ensureCapacity(numIndices);
}
origin: libgdx/libgdx

@Override
public void ensureIndices (int numIndices) {
  indices.ensureCapacity(numIndices);
}
origin: libgdx/libgdx

indicesArray.ensureCapacity(vertexCount);
indicesArray.size = vertexCount;
short[] indices = this.indices = indicesArray.items;
triangles.ensureCapacity(Math.max(0, vertexCount - 2) * 3);
triangulate();
return triangles;
origin: libgdx/libgdx

indicesArray.ensureCapacity(vertexCount);
indicesArray.size = vertexCount;
short[] indices = this.indices = indicesArray.items;
triangles.ensureCapacity(Math.max(0, vertexCount - 2) * 3);
triangulate();
return triangles;
origin: libgdx/libgdx

@Override
public void addMesh (Mesh mesh, int indexOffset, int numIndices) {
  if (!attributes.equals(mesh.getVertexAttributes())) throw new GdxRuntimeException("Vertex attributes do not match");
  if (numIndices <= 0) return; // silently ignore an empty mesh part
  // FIXME don't triple copy, instead move the copy to jni
  int numFloats = mesh.getNumVertices() * stride;
  tmpVertices.clear();
  tmpVertices.ensureCapacity(numFloats);
  tmpVertices.size = numFloats;
  mesh.getVertices(tmpVertices.items);
  tmpIndices.clear();
  tmpIndices.ensureCapacity(numIndices);
  tmpIndices.size = numIndices;
  mesh.getIndices(indexOffset, numIndices, tmpIndices.items, 0);
  addMesh(tmpVertices.items, tmpIndices.items, 0, numIndices);
}
origin: libgdx/libgdx

@Override
public void addMesh (Mesh mesh, int indexOffset, int numIndices) {
  if (!attributes.equals(mesh.getVertexAttributes())) throw new GdxRuntimeException("Vertex attributes do not match");
  if (numIndices <= 0) return; // silently ignore an empty mesh part
  // FIXME don't triple copy, instead move the copy to jni
  int numFloats = mesh.getNumVertices() * stride;
  tmpVertices.clear();
  tmpVertices.ensureCapacity(numFloats);
  tmpVertices.size = numFloats;
  mesh.getVertices(tmpVertices.items);
  tmpIndices.clear();
  tmpIndices.ensureCapacity(numIndices);
  tmpIndices.size = numIndices;
  mesh.getIndices(indexOffset, numIndices, tmpIndices.items, 0);
  addMesh(tmpVertices.items, tmpIndices.items, 0, numIndices);
}
origin: libgdx/libgdx

int pointCount = count / 2;
originalIndices.clear();
originalIndices.ensureCapacity(pointCount);
short[] originalIndicesArray = originalIndices.items;
for (short i = 0; i < pointCount; i++)
origin: libgdx/libgdx

int pointCount = count / 2;
originalIndices.clear();
originalIndices.ensureCapacity(pointCount);
short[] originalIndicesArray = originalIndices.items;
for (short i = 0; i < pointCount; i++)
origin: libgdx/libgdx

int pointCount = count / 2;
originalIndices.clear();
originalIndices.ensureCapacity(pointCount);
short[] originalIndicesArray = originalIndices.items;
for (short i = 0; i < pointCount; i++)
origin: libgdx/libgdx

int pointCount = count / 2;
originalIndices.clear();
originalIndices.ensureCapacity(pointCount);
short[] originalIndicesArray = originalIndices.items;
for (short i = 0; i < pointCount; i++)
origin: libgdx/libgdx

tmpIndices.ensureCapacity(divisionsU * 2);
tmpIndices.size = s;
int tempOffset = 0;
origin: libgdx/libgdx

tmpIndices.ensureCapacity(divisionsU * 2);
tmpIndices.size = s;
int tempOffset = 0;
origin: libgdx/libgdx

triangles.clear();
if (count < 6) return triangles;
triangles.ensureCapacity(count);
origin: libgdx/libgdx

triangles.clear();
if (count < 6) return triangles;
triangles.ensureCapacity(count);
origin: com.badlogicgames.gdx/gdx

@Override
public void ensureIndices (int numIndices) {
  indices.ensureCapacity(numIndices);
}
origin: langurmonkey/gaiasky

/** Increases the size of the backing indices array to accommodate the specified number of additional indices. Useful before
 * adding many indices to avoid multiple backing array resizes.
 * @param numIndices The number of indices you are about to add */
public void ensureIndices(int numIndices) {
  indices.ensureCapacity(numIndices);
}
origin: com.badlogicgames.gdx/gdx

indicesArray.ensureCapacity(vertexCount);
indicesArray.size = vertexCount;
short[] indices = this.indices = indicesArray.items;
triangles.ensureCapacity(Math.max(0, vertexCount - 2) * 3);
triangulate();
return triangles;
origin: com.badlogicgames.gdx/gdx

@Override
public void addMesh (Mesh mesh, int indexOffset, int numIndices) {
  if (!attributes.equals(mesh.getVertexAttributes())) throw new GdxRuntimeException("Vertex attributes do not match");
  if (numIndices <= 0) return; // silently ignore an empty mesh part
  // FIXME don't triple copy, instead move the copy to jni
  int numFloats = mesh.getNumVertices() * stride;
  tmpVertices.clear();
  tmpVertices.ensureCapacity(numFloats);
  tmpVertices.size = numFloats;
  mesh.getVertices(tmpVertices.items);
  tmpIndices.clear();
  tmpIndices.ensureCapacity(numIndices);
  tmpIndices.size = numIndices;
  mesh.getIndices(indexOffset, numIndices, tmpIndices.items, 0);
  addMesh(tmpVertices.items, tmpIndices.items, 0, numIndices);
}
origin: com.badlogicgames.gdx/gdx

int pointCount = count / 2;
originalIndices.clear();
originalIndices.ensureCapacity(pointCount);
short[] originalIndicesArray = originalIndices.items;
for (short i = 0; i < pointCount; i++)
origin: com.badlogicgames.gdx/gdx

int pointCount = count / 2;
originalIndices.clear();
originalIndices.ensureCapacity(pointCount);
short[] originalIndicesArray = originalIndices.items;
for (short i = 0; i < pointCount; i++)
com.badlogic.gdx.utilsShortArrayensureCapacity

Javadoc

Increases the size of the backing array to accommodate the specified number of additional items. Useful before adding many items to avoid multiple backing array resizes.

Popular methods of ShortArray

  • get
  • <init>
    Creates a new ordered array containing the elements in the specified array. The capacity is set to t
  • add
  • clear
  • set
  • addAll
  • removeIndex
    Removes and returns the item at the specified index.
  • resize
  • toArray
  • pop
    Removes and returns the last item.

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