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Revision 78ff6ea9

Added by Leszek Koltunski over 3 years ago

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.

View differences:

src/main/java/org/distorted/library/type/Dynamic.java
185 185
    mLastPos   = -1;
186 186
    mAccessType= ACCESS_TYPE_RANDOM;
187 187
    mConvexity = 1.0f;
188
    mStartTime = 0;
188
    mStartTime = -1;
189 189
    mCorrectedTime = 0;
190 190

  
191 191
    baseV      = new float[mDimension][mDimension];
......
587 587
 */
588 588
  public void resetToBeginning()
589 589
    {
590
    mStartTime = 0;
590
    mStartTime = -1;
591 591
    }
592 592

  
593 593
///////////////////////////////////////////////////////////////////////////////////////////////////
......
686 686
      return false;
687 687
      }
688 688

  
689
    if( mStartTime==0 )
689
    if( mStartTime==-1 )
690 690
      {
691 691
      mStartTime = time;
692 692
      mLastPos   = -1;

Also available in: Unified diff