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Revision 6e7c8721

Added by Leszek Koltunski about 7 years ago

Simplifications.

View differences:

src/main/java/org/distorted/library/EffectQueueMatrix.java
47 47
  private static float[] mViewMatrix= new float[16];
48 48

  
49 49
  private static int mObjDH;      // This is a handle to half a Object dimensions
50
  private static int mDepthH;     // Handle to the max Depth, i.e (farplane-nearplane)/2
51 50
  private static int mMVPMatrixH; // pass in the transformation matrix
52 51
  private static int mMVMatrixH;  // pass in the modelview matrix.
53 52
  
......
192 191
  static void getUniforms(int mProgramH)
193 192
    {
194 193
    mObjDH     = GLES30.glGetUniformLocation(mProgramH, "u_objD");
195
    mDepthH    = GLES30.glGetUniformLocation(mProgramH, "u_Depth");
196 194
    mMVPMatrixH= GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix");
197 195
    mMVMatrixH = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix"); 
198 196
    }
......
256 254
    constructMatrices(projection,halfX,halfY);
257 255

  
258 256
    GLES30.glUniform3f( mObjDH , halfX, halfY, halfZ);
259
    GLES30.glUniform1f( mDepthH, projection.mDepth);
260 257
    GLES30.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
261 258
    GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
262 259
    }

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