Revision 2ed1c692
Added by Leszek Koltunski over 8 years ago
| src/main/java/org/distorted/library/Distorted.java | ||
|---|---|---|
| 105 | 105 | throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException | 
| 106 | 106 |     {
 | 
| 107 | 107 | final Resources resources = context.getResources(); | 
| 108 |  | |
| 109 | GLES30.glDepthFunc(GLES30.GL_LEQUAL); | |
| 110 | GLES30.glEnable(GLES30.GL_BLEND); | |
| 111 | GLES30.glBlendFunc(GLES30.GL_SRC_ALPHA, GLES30.GL_ONE_MINUS_SRC_ALPHA); | |
| 112 | GLES30.glEnable(GLES30.GL_CULL_FACE); | |
| 113 | GLES30.glCullFace(GLES30.GL_BACK); | |
| 114 | GLES30.glFrontFace(GLES30.GL_CW); | |
| 115 |  | |
| 116 | 108 | DistortedEffects.createProgram(resources); | 
| 117 | 109 | EffectQueuePostprocess.createProgram(resources); | 
| 118 |  | |
| 119 | 110 | EffectMessageSender.startSending(); | 
| 120 | 111 |  | 
| 121 | 112 | mInitialized = true; | 
| src/main/java/org/distorted/library/DistortedFramebuffer.java | ||
|---|---|---|
| 26 | 26 | * Class which represents a OpenGL Framebuffer object. | 
| 27 | 27 | * <p> | 
| 28 | 28 | * User is able to create offscreen FBOs and both a) render to them b) use their COLOR0 attachment as | 
| 29 | * an input texture. | |
| 29 |  * an input texture. Attaching Depths and/or Stencils is also possible.
 | |
| 30 | 30 | */ | 
| 31 | 31 | public class DistortedFramebuffer extends DistortedOutputSurface implements DistortedInputSurface | 
| 32 | 32 |   {
 | 
| src/main/java/org/distorted/library/DistortedOutputSurface.java | ||
|---|---|---|
| 143 | 143 | DistortedSurface.debugLists(); | 
| 144 | 144 | } | 
| 145 | 145 | */ | 
| 146 | GLES30.glDepthFunc(GLES30.GL_LEQUAL); | |
| 147 | GLES30.glEnable(GLES30.GL_BLEND); | |
| 148 | GLES30.glBlendFunc(GLES30.GL_SRC_ALPHA, GLES30.GL_ONE_MINUS_SRC_ALPHA); | |
| 149 | GLES30.glDisable(GLES30.GL_CULL_FACE); | |
| 150 |  | |
| 146 | 151 | int numRenders = 0; | 
| 147 | 152 |  | 
| 148 | 153 | for(int i=0; i<mNumChildren; i++) | 
Also available in: Unified diff
1) stop culling back face
2) reset OpenGL state beore each render (and not in onCreate)
3) Improve Matrix3D so that we can test negative Scales