- Add the Codota plugin to your IDE and get smart completions
private void myMethod () {SimpleDateFormat s =
String pattern;new SimpleDateFormat(pattern)
String template;Locale locale;new SimpleDateFormat(template, locale)
new SimpleDateFormat()
- Smart code suggestions by Codota
}
@Override public void setLocations(final int programHandle) { maTextureCoordHandle = getAttribLocation(programHandle, DefaultShaderVar.A_TEXTURE_COORD); maNormalHandle = getAttribLocation(programHandle, DefaultShaderVar.A_NORMAL); maPositionHandle = getAttribLocation(programHandle, DefaultShaderVar.A_POSITION); if (mUseVertexColors) { maVertexColorBufferHandle = getAttribLocation(programHandle, DefaultShaderVar.A_VERTEX_COLOR); } muMVPMatrixHandle = getUniformLocation(programHandle, DefaultShaderVar.U_MVP_MATRIX); muNormalMatrixHandle = getUniformLocation(programHandle, DefaultShaderVar.U_NORMAL_MATRIX); muModelMatrixHandle = getUniformLocation(programHandle, DefaultShaderVar.U_MODEL_MATRIX); muInverseViewMatrixHandle = getUniformLocation(programHandle, DefaultShaderVar.U_INVERSE_VIEW_MATRIX); muModelViewMatrixHandle = getUniformLocation(programHandle, DefaultShaderVar.U_MODEL_VIEW_MATRIX); muColorHandle = getUniformLocation(programHandle, DefaultShaderVar.U_COLOR); muTimeHandle = getUniformLocation(programHandle, DefaultShaderVar.U_TIME); super.setLocations(programHandle); }
@Override public void setLocations(final int programHandle) { maTextureCoordHandle = getAttribLocation(programHandle, DefaultShaderVar.A_TEXTURE_COORD); maNormalHandle = getAttribLocation(programHandle, DefaultShaderVar.A_NORMAL); maPositionHandle = getAttribLocation(programHandle, DefaultShaderVar.A_POSITION); if (mUseVertexColors) maVertexColorBufferHandle = getAttribLocation(programHandle, DefaultShaderVar.A_VERTEX_COLOR); muMVPMatrixHandle = getUniformLocation(programHandle, DefaultShaderVar.U_MVP_MATRIX); muNormalMatrixHandle = getUniformLocation(programHandle, DefaultShaderVar.U_NORMAL_MATRIX); muModelMatrixHandle = getUniformLocation(programHandle, DefaultShaderVar.U_MODEL_MATRIX); muModelViewMatrixHandle = getUniformLocation(programHandle, DefaultShaderVar.U_MODEL_VIEW_MATRIX); muColorHandle = getUniformLocation(programHandle, DefaultShaderVar.U_COLOR); muTimeHandle = getUniformLocation(programHandle, DefaultShaderVar.U_TIME); super.setLocations(programHandle); }