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Revision b424b062

Added by Leszek Koltunski over 5 years ago

Make Matrix effects Rotate and Quaternion actually correct when it comes to the Z-axis. Also corresponding adjustments in apps.

View differences:

src/main/java/org/distorted/examples/transparency/TransparencyRenderer.java
214 214

  
215 215
    public void onSurfaceChanged(GL10 glUnused, int width, int height)
216 216
      {
217
      float size= 0.02f*OBJ_SIZE;
217 218
      mScreenMin = width<height ? width:height;
218 219

  
219 220
      float factor = 0.70f*mScreenMin/OBJ_SIZE;
220 221
      mScale.set(factor,factor,factor);
221
      mCenter.set((float)OBJ_SIZE/2, (float)OBJ_SIZE/2, -(float)OBJ_SIZE/2 );
222
      mCenter.set((float)OBJ_SIZE/2, (float)OBJ_SIZE/2, (float)OBJ_SIZE/2 );
222 223
      mMove.set( (width -factor*OBJ_SIZE)/2 ,(height-factor*OBJ_SIZE)/2 ,0);
223 224

  
224
      float size= 0.02f*OBJ_SIZE;
225

  
226 225
      for(int i=0; i<NUM_OBJECTS; i++)
227 226
        {
228 227
        mMoveVector[i].set(size*OBJECTS[NUM*i], size*OBJECTS[NUM*i+1], size*OBJECTS[NUM*i+2]);

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