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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/EffectQueueMatrix.java
154 154
  void send(DistortedOutputSurface projection, float halfX, float halfY, float halfZ, int variant)
155 155
    {
156 156
    Matrix.setIdentityM(mViewMatrix, 0);
157
    Matrix.translateM(mViewMatrix, 0, -projection.mWidth/2, projection.mHeight/2, -projection.mDistance);
157
    Matrix.translateM(mViewMatrix, 0, -projection.mWidth/2, -projection.mHeight/2, -projection.mDistance);
158 158
    float mipmap = projection.mMipmap;
159 159
    if( mipmap!=1 ) Matrix.scaleM(mViewMatrix, 0, mipmap, mipmap, mipmap);
160 160

  
161 161
    for(int i=0; i<mNumEffects; i++) ((MatrixEffect)mEffects[i]).apply(mViewMatrix,mUniforms,i);
162 162

  
163
    Matrix.translateM(mViewMatrix, 0, halfX,-halfY,-halfZ);
163
    Matrix.translateM(mViewMatrix, 0, halfX,halfY,halfZ);
164 164
    Matrix.multiplyMM(mMVPMatrix, 0, projection.mProjectionMatrix, 0, mViewMatrix, 0);
165 165

  
166 166
    GLES31.glUniform3f( mObjDH[variant] , halfX, halfY, halfZ);

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