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Revision 1e672c1d

Added by Leszek Koltunski about 4 years ago

Change 'tag' to a more appropriate name - 'association'.

View differences:

src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
39 39
  private static int[] mNumEffectsH = new int[MAIN_VARIANTS];
40 40
  private static int[] mNameH       = new int[MAIN_VARIANTS];
41 41
  private static int[] mUniformsH   = new int[MAIN_VARIANTS];
42
  private static int[] mTagH        = new int[MAIN_VARIANTS];
42
  private static int[] mAssociationH= new int[MAIN_VARIANTS];
43 43
  private static int[] mInflateH    = new int[MAIN_VARIANTS];
44 44

  
45 45
///////////////////////////////////////////////////////////////////////////////////////////////////
......
60 60

  
61 61
  static void uniforms(int mProgramH, int variant)
62 62
    {
63
    mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
64
    mNameH[variant]      = GLES30.glGetUniformLocation( mProgramH, "vName");
65
    mUniformsH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
66
    mTagH[variant]       = GLES30.glGetUniformLocation( mProgramH, "vTag");
67
    mInflateH[variant]   = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
63
    mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
64
    mNameH[variant]       = GLES30.glGetUniformLocation( mProgramH, "vName");
65
    mUniformsH[variant]   = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
66
    mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vAssociation");
67
    mInflateH[variant]    = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
68 68
    }
69 69

  
70 70
///////////////////////////////////////////////////////////////////////////////////////////////////
......
82 82
    for(int i=0; i<mNumEffects; i++)
83 83
      {
84 84
      mCurrentDuration[i] += step;
85
      mTag[i] = mEffects[i].getTag();
85
      mAssociation[i] = mEffects[i].getAssociation();
86 86

  
87 87
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
88 88
        {
......
106 106

  
107 107
    if( mNumEffects>0 )
108 108
      {
109
      GLES30.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
110
      GLES30.glUniform1iv( mTagH[variant]     ,                 mNumEffects, mTag     ,0);
111
      GLES30.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
109
      GLES30.glUniform1iv( mNameH[variant]       ,                 mNumEffects, mName       , 0);
110
      GLES30.glUniform1iv( mAssociationH[variant],                 mNumEffects, mAssociation, 0);
111
      GLES30.glUniform4fv( mUniformsH[variant]   ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms   , 0);
112 112
      }
113 113
    }
114 114
  }

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