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Revision 3c8b1903

Added by Leszek Koltunski over 7 years ago

Major restructuring with DistortedTexture. One now is able to create Textures anywhere, even from a thread which does not hold the OpenGL context. Same for DistortedFramebuffers.

View differences:

src/main/java/org/distorted/examples/olimpic/OlimpicRenderer.java
68 68

  
69 69
      mScreenW = 9*LEAF_SIZE;
70 70
      mScreenH = 9*LEAF_SIZE;
71

  
72 71
      mScreen = new DistortedObjectTree(new DistortedTexture(mScreenW,mScreenH), queue, grid);
73 72
     
74 73
      Dynamic1D rot = new Dynamic1D(5000,0.0f);
......
87 86

  
88 87
      for(int i=0; i<NUM_CIRCLES; i++)
89 88
        {
90
        if( i==0 )
89
        if( i<=1 )
91 90
          {
92 91
          queue = new DistortedEffectQueues();
93 92
          mCircleNode[i] = new DistortedObjectTree(new DistortedTexture(3*LEAF_SIZE,3*LEAF_SIZE), queue, grid);
94 93
        
95
          for(int j=0; j<NUM_LEAVES; j++)
94
          for(int j=0; j<NUM_LEAVES-i; j++)
96 95
            {
97 96
            queue = new DistortedEffectQueues();
98 97
            mCircleNode[i].attach(mLeaf, queue, grid);
......
104 103
          {
105 104
          mCircleNode[i] = new DistortedObjectTree(mCircleNode[0], Distorted.CLONE_BITMAP|Distorted.CLONE_CHILDREN);
106 105
          }
107
      
106

  
108 107
        mScreen.attach(mCircleNode[i]);
109 108
        queue = mCircleNode[i].getQueues();
110 109
        queue.move( new Static3D(positions[2*i], positions[2*i+1], 0) );

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