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Revision 8ff32d4d

Added by Leszek Koltunski almost 8 years ago

Finally fix the 'when rendering though an FBO, the other side of triangles is visible'

View differences:

src/main/java/org/distorted/examples/vertex3d/Vertex3DRenderer.java
49 49
    private DistortedBitmap mBackground;
50 50
    private DistortedBitmap mCenter;
51 51
    private DistortedBitmap mRegion;
52
    private int mObjWidth, mObjHeight;
52
    private int mObjWidth, mObjHeight, mObjDepth;
53 53
    private DynamicQuat mQuatInt1, mQuatInt2;
54 54

  
55 55
    private Dynamic3D mCenterInter, mRegionInter;
......
75 75

  
76 76
      mObjWidth = mObject.getWidth();
77 77
      mObjHeight= mObject.getHeight();
78
      mObjDepth = mObject.getDepth();
78 79

  
79 80
      mQuat1 = new Static4D(0,0,0,1);  // unity
80 81
      mQuat2 = new Static4D(0,0,0,1);  // quaternions
......
176 177
      mCenter.quaternion(mQuatInt2, rotateCen);
177 178

  
178 179
      mCenter.move( new Static3D( (width -factorCen*centerSize-mFactorObj*mObjWidth )/2 ,
179
                                  (height-factorCen*centerSize-mFactorObj*mObjHeight)/2 , 10) );
180
                                  (height-factorCen*centerSize-mFactorObj*mObjHeight)/2 , mFactorObj*mObjDepth/2+10) );
180 181
      mCenter.move(mCenterInter);
181 182
      mCenter.scale(factorCen);
182 183

  
......
184 185
      mRegion.quaternion(mQuatInt2, rotateCen);
185 186

  
186 187
      mRegion.move( new Static3D( (width -mFactorObj*mObjWidth )/2 ,
187
                                  (height-mFactorObj*mObjHeight)/2 , 12) );
188
                                  (height-mFactorObj*mObjHeight)/2 , mFactorObj*mObjDepth/2+12) );
188 189
      mRegion.move(mCenterInter);
189 190
      mRegion.move(mRegionInter);
190 191
      mRegion.scale(mRegionScaleInter);

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