Revision 0f10a0b6
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/library/mesh/MeshCubes.java | ||
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*/ |
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public MeshCubes(int cols, String desc, int slices) |
829 | 829 |
{ |
830 |
super(1,1,1);
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|
830 |
super(); |
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831 | 831 |
Static4D map = new Static4D(0.0f,0.0f,1.0f,1.0f); |
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fillTexMappings(map,map,map,map,map,map); |
833 | 833 |
prepareDataStructures(cols,desc,slices); |
... | ... | |
873 | 873 |
*/ |
874 | 874 |
public MeshCubes(int cols, String desc, int slices, Static4D front, Static4D back, Static4D left, Static4D right, Static4D top, Static4D bottom) |
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{ |
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super(1,1,1);
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|
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super(); |
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fillTexMappings(front,back,left,right,top,bottom); |
878 | 878 |
prepareDataStructures(cols,desc,slices); |
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build(); |
... | ... | |
889 | 889 |
*/ |
890 | 890 |
public MeshCubes(int cols, int rows, int slices) |
891 | 891 |
{ |
892 |
super(1,1,1);
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|
892 |
super(); |
|
893 | 893 |
Static4D map = new Static4D(0.0f,0.0f,1.0f,1.0f); |
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fillTexMappings(map,map,map,map,map,map); |
895 | 895 |
prepareDataStructures(cols,rows,slices); |
... | ... | |
919 | 919 |
*/ |
920 | 920 |
public MeshCubes(int cols, int rows, int slices, Static4D front, Static4D back, Static4D left, Static4D right, Static4D top, Static4D bottom) |
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{ |
922 |
super(1,1,1);
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|
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super(); |
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fillTexMappings(front,back,left,right,top,bottom); |
924 | 924 |
prepareDataStructures(cols,rows,slices); |
925 | 925 |
build(); |
Also available in: Unified diff
A lot of changes.
1) main vertex shader: remove support for degree_object. This functionality will hopefully come back when we introduce other than circular regions.
2) MeshBase: remove the need to set a Bounding box (this is the point of the whole thing - we wanted to get rid of this so that the advances in MeshJoined will be easier)
3) Set ground for removing the MeshBase.setStretch / getStretch (another thing needed to advance MeshJoined )
4) since we removed the Bounding box, we need to change the DEFORN effect to have 1 additional parameter, the 'radius' which takes over the function of the bounding box in the vertex shader.
5) since the'res no bounding box, simplify the postprocessing Halo (remove EffectQueueMatrix.magnify() )
6) adjust applications.
After this we will hopefully be ready to introduce MeshBase.preApply(VertexEffect), i.e. bending several simple Meshes with any VertexEffect - including the freshly-introduced PseudoMatrix-Vertex effects like VertexEffectScale - and then combining them into one MeshJoined.