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Revision 7bebb196

Added by Leszek Koltunski over 5 years ago

Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).

View differences:

src/main/java/org/distorted/library/main/DistortedScreen.java
54 54
  private long lastTime=0;
55 55
  private long[] durations;
56 56
  private int currDuration;
57
  private static MatrixEffectMove mMoveEffect = new MatrixEffectMove( new Static3D(5,5,0) );
57
  private static Static3D mMoveVector = new Static3D(5,-5,0);
58
  private static MatrixEffectMove mMoveEffect = new MatrixEffectMove(mMoveVector);
58 59
  ///// END DEBUGGING //////////////////////////
59 60

  
60 61
  private int mCurRenderedFBO;    // During the first FBO_QUEUE_SIZE frames, we blit the very first
......
106 107
      fpsCanvas.drawText(fpsString, FPS_W/2, 0.75f*FPS_H, mPaint);
107 108
      fpsTexture.setTexture(fpsBitmap);
108 109

  
110
      mMoveVector.set2(mHeight-FPS_H-5);
111

  
109 112
      lastTime = time;
110 113
      }
111 114

  
......
173 176
      durations = new long[NUM_FRAMES + 1];
174 177
      currDuration = 0;
175 178

  
176
      for (int i = 0; i < NUM_FRAMES + 1; i++) durations[i] = 16;  // Assume FPS will be
177
      durations[NUM_FRAMES] = NUM_FRAMES * 16;              // close to 1000/16 ~ 60
179
      for (int i=0; i<NUM_FRAMES+1; i++) durations[i] = 16;  // Assume FPS will be
180
      durations[NUM_FRAMES] = NUM_FRAMES * 16;               // close to 1000/16 ~ 60
178 181
      }
179 182
    }
180 183
  }

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