Casted ByteBuffer to Buffer in multiple places, for better backwards compatibility.

This commit is contained in:
ugudango 2020-11-17 01:46:27 +02:00
parent 78ffba254e
commit 3635611365

View file

@ -1,6 +1,7 @@
package com.simibubi.create.foundation.utility;
import java.nio.ByteBuffer;
import java.nio.Buffer;
import java.nio.ByteOrder;
import com.mojang.blaze3d.matrix.MatrixStack;
@ -59,9 +60,9 @@ public class SuperByteBuffer {
template = GLAllocation.createDirectByteBuffer(size);
template.order(rendered.order());
template.limit(rendered.limit());
((Buffer)template).limit(((Buffer)rendered).limit());
template.put(rendered);
template.rewind();
((Buffer)template).rewind();
transforms = new MatrixStack();
}
@ -78,9 +79,9 @@ public class SuperByteBuffer {
public void renderInto(MatrixStack input, IVertexBuilder builder) {
ByteBuffer buffer = template;
if (buffer.limit() == 0)
if (((Buffer)buffer).limit() == 0)
return;
buffer.rewind();
((Buffer)buffer).rewind();
Matrix4f t = input.peek()
.getModel()
@ -207,7 +208,7 @@ public class SuperByteBuffer {
}
protected int vertexCount(ByteBuffer buffer) {
return buffer.limit() / formatSize;
return ((Buffer)buffer).limit() / formatSize;
}
protected int getBufferPosition(int vertexIndex) {
@ -282,7 +283,7 @@ public class SuperByteBuffer {
}
public boolean isEmpty() {
return template.limit() == 0;
return ((Buffer)template).limit() == 0;
}
}