Revision 7170e4eb
Added by Leszek Koltunski almost 7 years ago
src/main/java/org/distorted/library/DistortedNode.java | ||
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271 | 271 |
float w = mSurface.getWidth() /2.0f; |
272 | 272 |
float h = mSurface.getHeight()/2.0f; |
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// Actually draw our object.
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// Draw the color buffer of the object.
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buffer1.setAsOutput(); |
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mState.apply(); |
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mEffects.drawPriv(w, h, mMesh, buffer1, currTime, 0); |
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// Mark area of our object + marginInPixels pixels around with 1s in Stencil buffer
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// Draw stencil + depth buffers of the object enlarged by HALO pixels around.
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buffer2.setAsOutput(); |
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DistortedRenderState.setUpStencilMark(); |
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mEffects.drawPriv(w, h, mMesh, buffer2, currTime, effects.getHalo()*buffer2.mMipmap); |
Also available in: Unified diff
Move on to Stencil on both stages of the BLUR + separate 'blit with depth'.
This works wonders on Nexus 5X ( r=50 quality=HIGHIEST 1,4,8 cubes: 59.3,43.6,41.0 FPS! ) but it somehow fails to clear the DEPTH and STENCIL buffers on Nexus 4....