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Revision 8a57da61

Added by Leszek Koltunski about 6 years ago

SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.

View differences:

src/main/java/org/distorted/library/main/DistortedEffects.java
274 274
    {
275 275
    float halfZ = halfW*mesh.zFactor;
276 276

  
277
    android.util.Log.d("surface", "SurfaceID "+ surface.getID()+" transparent fragments: "+ surface.returnOldCounter() );
278

  
279 277
    mM.compute(currTime);
280 278
    mV.compute(currTime,halfW,halfH,halfZ);
281 279
    mF.compute(currTime,halfW,halfH);
......
285 283

  
286 284
    mMainProgram.useProgram();
287 285
    GLES31.glUniform1i(mMainTextureH, 0);
288
    GLES31.glUniform1i(mCountIndexH, surface.resetNewCounter() );
286
    GLES31.glUniform1i(mCountIndexH, surface.getNewCounter() );
289 287

  
290 288
    if( Distorted.GLSL >= 300 )
291 289
      {

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