Project

General

Profile

« Previous | Next » 

Revision 05403bba

Added by Leszek Koltunski over 7 years ago

rename all the 'grid' variables to 'mesh'.

View differences:

src/main/java/org/distorted/library/DistortedTexture.java
82 82
      {
83 83
      //android.util.Log.e("Texture", "creating "+mID);
84 84

  
85
      if( mTextureDataH[0]==0 ) GLES20.glGenTextures(1, mTextureDataH, 0);
86

  
87
      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
88
      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR );
89
      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR );
90
      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE );
91
      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE );
85
      if( mTextureDataH[0]==0 )
86
        {
87
        GLES20.glGenTextures(1, mTextureDataH, 0);
88
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
89
        GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR );
90
        GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR );
91
        GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE );
92
        GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE );
93
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
94
        }
95
      else
96
        {
97
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
98
        GLUtils.texSubImage2D(GLES20.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
99
        }
92 100

  
93
      GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
94 101
      mBmp = null;
95 102
      }
96 103
    }
......
254 261
/**
255 262
 * Returns the depth of the Texture.
256 263
 * <p>
257
 * Admittedly quite a strange method. Why do we need to pass a Grid to it? Because one cannot determine
258
 * 'depth' of a texture when rendered based only on the texture itself, that depends on the Grid it is
264
 * Admittedly quite a strange method. Why do we need to pass a Mesh to it? Because one cannot determine
265
 * 'depth' of a texture when rendered based only on the texture itself, that depends on the Mesh it is
259 266
 * rendered with.
260 267
 *
261 268
 * @return depth of the Object, in pixels.
262 269
 */
263
  public int getDepth(MeshObject grid)
270
  public int getDepth(MeshObject mesh)
264 271
    {
265
    return grid==null ? 0 : (int)(mSizeX*grid.zFactor);
272
    return mesh==null ? 0 : (int)(mSizeX*mesh.zFactor);
266 273
    }
267 274
  }

Also available in: Unified diff