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Revision 835b197e

Added by Leszek Koltunski almost 3 years ago

Move the information when was a EffectQueue last time evaluated from the EffectQueues all the way up to the Node which contains them.
The point: we need to reset this time back to 0 every time we attach the Node (and thus start evaluating the Queues inside)

View differences:

src/main/java/org/distorted/library/main/DistortedNode.java
52 52
  private int mFboW, mFboH, mFboDepthStencil;
53 53
  private boolean mRenderWayOIT;
54 54
  private float mFOV, mNear;
55
  private long mLastTime;
55 56

  
56 57
///////////////////////////////////////////////////////////////////////////////////////////////////
57 58

  
......
160 161
      {
161 162
      mState.apply();
162 163
      GLES30.glDisable(GLES30.GL_BLEND);
163
      DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime);
164
      if( mLastTime==0 ) mLastTime=currTime;
165
      DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime, (currTime-mLastTime));
166
      mLastTime = currTime;
164 167
      GLES30.glEnable(GLES30.GL_BLEND);
165 168
      return 1;
166 169
      }
......
178 181
    if( input.setAsInput() )
179 182
      {
180 183
      mState.apply();
181
      DistortedLibrary.drawPrivOIT(mEffects, mMesh, surface, currTime);
184
      if( mLastTime==0 ) mLastTime=currTime;
185
      DistortedLibrary.drawPrivOIT(mEffects, mMesh, surface, currTime, (currTime-mLastTime));
186
      mLastTime = currTime;
182 187
      return 1;
183 188
      }
184 189

  
......
195 200
    if( input.setAsInput() )
196 201
      {
197 202
      mState.apply();
198
      DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime);
203
      if( mLastTime==0 ) mLastTime=currTime;
204
      DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime, (currTime-mLastTime));
205
      mLastTime = currTime;
199 206
      return 1;
200 207
      }
201 208

  
......
294 301
 */
295 302
  public DistortedNode(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
296 303
    {
304
    mLastTime      = 0;
297 305
    mSurface       = surface;
298 306
    mEffects       = effects;
299 307
    mMesh          = mesh;
......
324 332
 */
325 333
  public DistortedNode(DistortedNode node, int flags)
326 334
    {
335
    mLastTime     = 0;
327 336
    mEffects      = new DistortedEffects(node.mEffects,flags);
328 337
    mMesh         = node.mMesh;
329 338
    mState        = new InternalRenderState();

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