предполагается, что переменные и числа в 2 примерах имеют одинаковые числа ... Есть ли разница в конечном содержимом в этих 2 различных способах заполнения массивов? я ошибаюсь, предполагая, что это то же самое?
Обычно я пытаюсь визуализировать графику с помощью OpenGL, первый пример не работает, а второй работает.
Пример 1 ...
Глобальная декларация .. public static final float camObjCoord[] = new float[8000];
public void addcube(float highx, float lowx, float highz, float lowz){
//Constructing new cube...
Global.cubes = Global.cubes + 1;
float highy = 4.5f;
float lowy = 2.5f;
System.out.println("ADDING A CUBE!!");
//FRONT
Global.camObjCoord[Global.i] = highx;
Global.camObjCoord[Global.i+1] = lowy;
Global.camObjCoord[Global.i+2] = lowz;
Global.camObjCoord[Global.i+3] = highx;
Global.camObjCoord[Global.i+4] = lowy;
Global.camObjCoord[Global.i+5] = lowz;
Global.camObjCoord[Global.i+6] = highx;
Global.camObjCoord[Global.i+7] = highy;
Global.camObjCoord[Global.i+8] = lowz;
Global.camObjCoord[Global.i+9] = highx;
Global.camObjCoord[Global.i+10] = highy;
Global.camObjCoord[Global.i+11] = lowz;
//BACK
Global.camObjCoord[Global.i+12] = highx;
Global.camObjCoord[Global.i+13] = lowy;
Global.camObjCoord[Global.i+14] = highz;
Global.camObjCoord[Global.i+15] = highx;
Global.camObjCoord[Global.i+16] = highy;
Global.camObjCoord[Global.i+17] = highz;
Global.camObjCoord[Global.i+18] = highx;
Global.camObjCoord[Global.i+19] = lowy;
Global.camObjCoord[Global.i+20] = highz;
Global.camObjCoord[Global.i+21] = highx;
Global.camObjCoord[Global.i+22] = highy;
Global.camObjCoord[Global.i+23] = highz;
//LEFT
Global.camObjCoord[Global.i+24] = highx;
Global.camObjCoord[Global.i+25] = lowy;
Global.camObjCoord[Global.i+26] = lowz;
Global.camObjCoord[Global.i+27] = highx;
Global.camObjCoord[Global.i+28] = highy;
Global.camObjCoord[Global.i+29] = lowz;
Global.camObjCoord[Global.i+30] = highx;
Global.camObjCoord[Global.i+31] = lowy;
Global.camObjCoord[Global.i+32] = highz;
Global.camObjCoord[Global.i+33] = highx;
Global.camObjCoord[Global.i+34] = highy;
Global.camObjCoord[Global.i+35] = highz;
//RIGHT
Global.camObjCoord[Global.i+36] = highx;
Global.camObjCoord[Global.i+37] = lowy;
Global.camObjCoord[Global.i+38] = highz;
Global.camObjCoord[Global.i+39] = highx;
Global.camObjCoord[Global.i+40] = highy;
Global.camObjCoord[Global.i+41] = highz;
Global.camObjCoord[Global.i+42] = highx;
Global.camObjCoord[Global.i+43] = lowy;
Global.camObjCoord[Global.i+44] = lowz;
Global.camObjCoord[Global.i+45] = highx;
Global.camObjCoord[Global.i+46] = highy;
Global.camObjCoord[Global.i+47] = lowz;
//TOP
Global.camObjCoord[Global.i+48] = highx;
Global.camObjCoord[Global.i+49] = highy;
Global.camObjCoord[Global.i+50] = lowz;
Global.camObjCoord[Global.i+51] = highx;
Global.camObjCoord[Global.i+52] = highy;
Global.camObjCoord[Global.i+53] = lowz;
Global.camObjCoord[Global.i+54] = highx;
Global.camObjCoord[Global.i+55] = highy;
Global.camObjCoord[Global.i+56] = lowz;
Global.camObjCoord[Global.i+57] = highx;
Global.camObjCoord[Global.i+58] = highy;
Global.camObjCoord[Global.i+59] = highz;
//BOTTOM
Global.camObjCoord[Global.i+60] = highx;
Global.camObjCoord[Global.i+61] = lowy;
Global.camObjCoord[Global.i+62] = lowz;
Global.camObjCoord[Global.i+63] = highx;
Global.camObjCoord[Global.i+64] = lowy;
Global.camObjCoord[Global.i+65] = highz;
Global.camObjCoord[Global.i+66] = highx;
Global.camObjCoord[Global.i+67] = lowy;
Global.camObjCoord[Global.i+68] = lowz;
Global.camObjCoord[Global.i+69] = highx;
Global.camObjCoord[Global.i+70] = lowy;
Global.camObjCoord[Global.i+71] = highz;
}
Пример 2 ...
final static float camObjCoord[] = new float[] {
// FRONT
-2.0f, -1.5f, 2.0f,
2.0f, -1.5f, 2.0f,
-2.0f, 1.5f, 2.0f,
2.0f, 1.5f, 2.0f,
// BACK
-2.0f, -1.5f, -2.0f,
-2.0f, 1.5f, -2.0f,
2.0f, -1.5f, -2.0f,
2.0f, 1.5f, -2.0f,
// LEFT
-2.0f, -1.5f, 2.0f,
-2.0f, 1.5f, 2.0f,
-2.0f, -1.5f, -2.0f,
-2.0f, 1.5f, -2.0f,
// RIGHT
2.0f, -1.5f, -2.0f,
2.0f, 1.5f, -2.0f,
2.0f, -1.5f, 2.0f,
2.0f, 1.5f, 2.0f,
// TOP
-2.0f, 1.5f, 2.0f,
2.0f, 1.5f, 2.0f,
-2.0f, 1.5f, -2.0f,
2.0f, 1.5f, -2.0f,
// BOTTOM
-2.0f, -1.5f, 2.0f,
-2.0f, -1.5f, -2.0f,
2.0f, -1.5f, 2.0f,
2.0f, -1.5f, -2.0f,
};
// edit Я добавляю addcube(6, 2, 6, 2);
к первому примеру, и ARRAY равен .. [F@4499e290
. Почему назначение массива может быть испорчено?