Revision 7bebb196
Added by Leszek Koltunski over 5 years ago
src/main/java/org/distorted/library/main/DistortedScreen.java | ||
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54 | 54 |
private long lastTime=0; |
55 | 55 |
private long[] durations; |
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private int currDuration; |
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private static MatrixEffectMove mMoveEffect = new MatrixEffectMove( new Static3D(5,5,0) ); |
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private static Static3D mMoveVector = new Static3D(5,-5,0); |
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private static MatrixEffectMove mMoveEffect = new MatrixEffectMove(mMoveVector); |
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///// END DEBUGGING ////////////////////////// |
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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); |
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fpsTexture.setTexture(fpsBitmap); |
108 | 109 |
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mMoveVector.set2(mHeight-FPS_H-5); |
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lastTime = time; |
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} |
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... | ... | |
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durations = new long[NUM_FRAMES + 1]; |
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currDuration = 0; |
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for (int i = 0; i < NUM_FRAMES + 1; i++) durations[i] = 16; // Assume FPS will be
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durations[NUM_FRAMES] = NUM_FRAMES * 16; // close to 1000/16 ~ 60 |
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for (int i=0; i<NUM_FRAMES+1; i++) durations[i] = 16; // Assume FPS will be
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durations[NUM_FRAMES] = NUM_FRAMES * 16; // close to 1000/16 ~ 60
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} |
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} |
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} |
Also available in: Unified diff
Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).