Project

General

Profile

« Previous | Next » 

Revision 0318e7e3

Added by Leszek Koltunski almost 8 years ago

Important bugfix in the vertex shader: there was division by 0 in case Center point was on the edge of the Object, resulting in some vertices being shot into outer space.

View differences:

src/main/java/org/distorted/library/EffectQueueMatrix.java
89 89

  
90 90
  static void getUniforms(int mProgramH)
91 91
    {
92
    mBmpDH     = GLES20.glGetUniformLocation(mProgramH, "u_bmpD");
92
    mBmpDH     = GLES20.glGetUniformLocation(mProgramH, "u_objD");
93 93
    mDepthH    = GLES20.glGetUniformLocation(mProgramH, "u_Depth");
94 94
    mMVPMatrixH= GLES20.glGetUniformLocation(mProgramH, "u_MVPMatrix");
95 95
    mMVMatrixH = GLES20.glGetUniformLocation(mProgramH, "u_MVMatrix"); 

Also available in: Unified diff