Revision 78ff6ea9
Added by Leszek Koltunski over 3 years ago
src/main/java/org/distorted/library/mesh/MeshBase.java | ||
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83 | 83 |
private float[] mVertAttribs1; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ |
84 | 84 |
private float[] mVertAttribs2; // packed: TexS,TexT, Component |
85 | 85 |
private float mInflate; |
86 |
private UniformBlockAssociation mUBA; |
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private UniformBlockCenter mUBC; |
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private final UniformBlockAssociation mUBA;
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private final UniformBlockCenter mUBC;
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88 | 88 |
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89 | 89 |
DeferredJobs.JobNode[] mJobNode; |
90 | 90 |
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private static int[] mCenterBlockIndex = new int[EffectQueue.MAIN_VARIANTS]; |
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private static int[] mAssocBlockIndex = new int[EffectQueue.MAIN_VARIANTS]; |
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private static final int[] mCenterBlockIndex = new int[EffectQueue.MAIN_VARIANTS];
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private static final int[] mAssocBlockIndex = new int[EffectQueue.MAIN_VARIANTS];
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93 | 93 |
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private static final int TEX_COMP_SIZE = 5; // 5 four-byte entities inside the component |
95 | 95 |
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96 | 96 |
private static class TexComponent |
97 | 97 |
{ |
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private int mEndIndex; |
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private Static4D mTextureMap; |
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private final Static4D mTextureMap;
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100 | 100 |
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101 | 101 |
TexComponent(int end) |
102 | 102 |
{ |
Also available in: Unified diff
Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.
Next: convert the last part, i.e. the float effect parameters.