Revision 86e99907
Added by Leszek Koltunski almost 7 years ago
src/main/java/org/distorted/library/Distorted.java | ||
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{ |
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static int GLSL; |
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static String GLSL_VERSION; |
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//////////// DEBUG FLAGS ///////////////////////////////////////////// |
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/** |
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* When rendering a Screen, show FPS in the upper-left corner? |
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*/ |
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public static final int DEBUG_FPS = 1; |
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//////////// END DEBUG FLAGS ///////////////////////////////////////// |
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/** |
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* When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's |
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* backing up our DistortedTexture. |
... | ... | |
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private static boolean mInitialized=false; |
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static int mDebugLevel = 0; |
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static DistortedDebug mDebug; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// private: hide this from Javadoc |
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... | ... | |
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return mInitialized; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Make the library show various debugging information. |
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* <p> |
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* Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined. |
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* |
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* @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined) |
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*/ |
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public static void setDebug(int bitmask) |
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{ |
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mDebugLevel = bitmask; |
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if( mDebugLevel!=0 && mDebug==null ) mDebug = new DistortedDebug(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* When OpenGL context gets created, you need to call this method so that the library can initialise its internal data structures. |
... | ... | |
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* Needs to be called from a thread holding the OpenGL context. |
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* |
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* @param context Context of the App using the library - used to open up Resources and read Shader code. |
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* @throws FragmentCompilationException |
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* @throws VertexCompilationException |
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* @throws VertexUniformsException |
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* @throws FragmentUniformsException |
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* @throws LinkingException |
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* @throws FragmentCompilationException Fragment Shader failed to compile
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* @throws VertexCompilationException Vertex Shader failed to compile
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* @throws VertexUniformsException Too many uniforms in the Vertex Shader
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* @throws FragmentUniformsException Too many uniforms in the Fragment Shader
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* @throws LinkingException Shader failed to link
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*/ |
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public static void onCreate(final Context context) |
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throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException |
Also available in: Unified diff
Correct the FPS work (now works even after a Pause() ! )