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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/starwars/StarWarsRenderer.java
348 348
        {
349 349
        mRoot.detach(mGFFAQueue);
350 350
        mGFFAQueue.delete();
351
        mGFFATexture.delete();
351
        mGFFATexture.markForDeletion();
352 352

  
353 353
        int screenW=mScreenTexture.getWidth();
354 354
        int screenH=mScreenTexture.getHeight();
......
374 374
        {
375 375
        mRoot.detach(mLogoQueue);
376 376
        mLogoQueue.delete();
377
        mLogoTexture.delete();
377
        mLogoTexture.markForDeletion();
378 378
        
379 379
        int crawlW = mCrawlTexture.getWidth();
380 380
        int crawlH = mCrawlTexture.getHeight();
......
407 407
        mRoot.detach(mBackground);
408 408
        mBackground.detach(mCrawlQueue);
409 409
        mCrawlQueue.delete();
410
        mCrawlTexture.delete();
410
        mCrawlTexture.markForDeletion();
411 411
        mCrawlBackgroundQueue.delete();
412
        mCrawlBackgroundTexture.delete();
412
        mCrawlBackgroundTexture.markForDeletion();
413 413
        }
414 414
      }
415 415
    }

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