Prefer StringBuilder where possible.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@962 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -71,11 +71,11 @@ public class StatsDisplay extends Node
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_stats.setLength(0);
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_stats.append("FPS: ").append((int)timer.getFrameRate());
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_stats.append(" - ").append(renderer.getStatistics(_temp));
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_text.print(_stats);
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_text.print(_stats.toString());
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}
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protected Text _text;
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protected StringBuffer _stats = new StringBuffer();
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protected StringBuilder _stats = new StringBuilder();
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protected StringBuffer _temp = new StringBuffer();
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protected static final String DEFAULT_JME_FONT =
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@@ -186,7 +186,7 @@ public class ShaderCache
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// fetch the shader source
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String source = _sources.get(shader);
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if (source == null) {
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StringBuffer buf = new StringBuffer();
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StringBuilder buf = new StringBuilder();
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try {
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BufferedReader reader = new BufferedReader(
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new InputStreamReader(_rsrcmgr.getResource(shader)));
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@@ -202,7 +202,7 @@ public class ShaderCache
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}
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// prepend the definitions (the version directive comes before anything else)
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StringBuffer buf = new StringBuffer();
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StringBuilder buf = new StringBuilder();
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buf.append("#version 110\n");
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for (String def : defs) {
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buf.append("#define ").append(def).append('\n');
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@@ -235,7 +235,7 @@ public abstract class ShaderConfig
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protected void getDerivedDefinitions (ArrayList<String> ddefs)
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{
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// add the def that sets the front color based on the light types
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StringBuffer buf = new StringBuffer("SET_FRONT_COLOR ");
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StringBuilder buf = new StringBuilder("SET_FRONT_COLOR ");
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if (_lights != null) {
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// start with the "scene color," which combines scene ambient, emissivity, etc.
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buf.append("vec3 frontColor = gl_FrontLightModelProduct.sceneColor.rgb; ");
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@@ -254,7 +254,7 @@ public abstract class ShaderConfig
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ddefs.add(buf.toString());
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// add the def that sets the texture coordinates based on the env map modes
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buf = new StringBuffer("SET_TEX_COORDS");
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buf = new StringBuilder("SET_TEX_COORDS");
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if (_textures != null) {
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for (int ii = 0; ii < _textures.length; ii++) {
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TextureConfig texture = _textures[ii];
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@@ -272,7 +272,7 @@ public abstract class ShaderConfig
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ddefs.add(buf.toString());
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// add the definition that sets the fog alpha based on the density function
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buf = new StringBuffer("SET_FOG_ALPHA");
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buf = new StringBuilder("SET_FOG_ALPHA");
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if (_fogDensityFunc == FogState.DF_EXP) {
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buf.append(" fogAlpha = exp(gl_Fog.density * eyeVertex.z);");
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}
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