Revision 8a57da61
Added by Leszek Koltunski about 6 years ago
src/main/java/org/distorted/library/main/DistortedEffects.java | ||
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274 | 274 |
{ |
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float halfZ = halfW*mesh.zFactor; |
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android.util.Log.d("surface", "SurfaceID "+ surface.getID()+" transparent fragments: "+ surface.returnOldCounter() ); |
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mM.compute(currTime); |
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mV.compute(currTime,halfW,halfH,halfZ); |
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mF.compute(currTime,halfW,halfH); |
... | ... | |
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mMainProgram.useProgram(); |
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GLES31.glUniform1i(mMainTextureH, 0); |
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GLES31.glUniform1i(mCountIndexH, surface.resetNewCounter() );
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GLES31.glUniform1i(mCountIndexH, surface.getNewCounter() );
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if( Distorted.GLSL >= 300 ) |
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{ |
Also available in: Unified diff
SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.