int arrayFace; for (int i=0;i<thisVertexTable.length;i++){ arrayFace=thisVertexTable[i]; if (arrayFace==faceIndex) continue; if ((myFace.smoothingGroups[arrayFace] & smoothingGroupValue)!=0 ) tempNormal.addLocal(faceNormals[arrayFace]);
for ( int arrayFace : thisVertexTable ) { if ( arrayFace == faceIndex ) { continue; } if ( ( myFace.smoothingGroups[arrayFace] & smoothingGroupValue ) != 0 ) { tempNormal.addLocal( faceNormals[arrayFace] ); }
    private void calcFacesWithVertexAndSmoothGroup(int[] thisVertexTable,Vector3f[] faceNormals,FacesChunk myFace, Vector3f tempNormal, int faceIndex) {        // tempNormal starts out with the face normal value        int smoothingGroupValue=myFace.smoothingGroups[faceIndex];        if (smoothingGroupValue==0)            return; // 0 smoothing group values don't have smooth edges anywhere        int arrayFace;        for (int i=0;i<thisVertexTable.length;i++){            arrayFace=thisVertexTable[i];            if (arrayFace==faceIndex) continue;            if ((myFace.smoothingGroups[arrayFace] & smoothingGroupValue)!=0 )                tempNormal.addLocal(faceNormals[arrayFace]);        }        tempNormal.normalizeLocal();    }