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Revision 889cce10

Added by Leszek Koltunski about 7 years ago

Minor.

View differences:

src/main/java/org/distorted/library/DistortedOutputSurface.java
114 114
    mRender++;
115 115

  
116 116
    // change tree topology (attach and detach children)
117
    boolean changed = DistortedAttachDaemon.toDo();
117
/*
118
    boolean changed =
119
*/
120
    DistortedAttachDaemon.toDo();
118 121
/*
119 122
    // debugging only
120 123
    if( changed )
src/main/java/org/distorted/library/EffectNames.java
95 95
 /**
96 96
   * Apply a 3D vector of force to area around a point on the surface of the Object.
97 97
   * <p>
98
   * Uniforms: (forceX ,forceY ,forceZ  ,UNUSED  ,
99
   *            UNUSED , centerX ,centerY , centerZ,
98
   * Uniforms: (forceX,forceY,forceZ,UNUSED,
99
   *            UNUSED,centerX,centerY,centerZ,
100 100
   *            regionX,regionY,regionRX,regionRY)
101 101
   * <p>
102 102
   * Unity: (forceX,forceY,forceZ) = (0,0,0)
103 103
   */
104 104
  DISTORT          ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} , 3, true, true ),
105 105
 /**
106
   * Deform the whole Object by applying a 2D vector of force to a center point.
106
   * Deform the whole Object by applying a 3D vector of force to a center point.
107 107
   * <p>
108
   * Uniforms: (forceX,forceY,UNUSED,UNUSED,
108
   * Uniforms: (forceX,forceY,forceZ,UNUSED,
109 109
   *            UNUSED,centerX,centerY,centerZ,
110
   *            UNUSED,UNUSED,UNUSED,UNUSED)
110
   *            regionX,regionY,regionRX,regionRY)
111 111
   * <p>
112
   * Unity: (forceX,forceY) = (0,0)
112
   * Unity: (forceX,forceY,forceZ) = (0,0,0)
113 113
   */
114
  DEFORM           ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f}      , 3, true, true ),
114
  DEFORM           ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} , 3, true, true ),
115 115
 /**
116 116
   * Pull (or push away) all points around a center point to (from) it.
117 117
   * <p>

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