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Revision 1942537e

Added by Leszek Koltunski over 7 years ago

Major restructuring with DistortedTexture. One now is able to create Textures anywhere, even from a thread which does not hold the OpenGL context. Same for DistortedFramebuffers.

View differences:

src/main/java/org/distorted/library/DistortedFramebuffer.java
48 48
  private static boolean mListMarked = false;
49 49
  private static LinkedList<DistortedFramebuffer> mList = new LinkedList<>();
50 50

  
51
  private float mX, mY;
52
  private float mFOV;
51
  private float mX, mY, mFOV;
53 52

  
54 53
  private int[] texIds = new int[1];
55 54
  private int[] fboIds = new int[1];
......
153 152

  
154 153
  void reset()
155 154
    {
156
    texIds[0] = TEXTURE_NOT_CREATED_YET;
155
    if( texIds[0]!=TEXTURE_DONT_CREATE)
156
      texIds[0] = TEXTURE_NOT_CREATED_YET;
157 157
    }
158 158

  
159 159
///////////////////////////////////////////////////////////////////////////////////////////////////
......
198 198
 * @param width Width of the COLOR attachment.
199 199
 * @param height Height of the COLOR attachment.
200 200
 */
201
  @SuppressWarnings("unused")
201 202
  public DistortedFramebuffer(int width, int height)
202 203
    {
203 204
    mProjectionMatrix = new float[16];

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