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Revision 96e3b88a

Added by Leszek Koltunski over 3 years ago

Introducing UBO to Effect Queues: step 1.

View differences:

src/main/java/org/distorted/library/effect/MatrixEffectRotate.java
54 54
 */
55 55
  public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
56 56
    {
57
    float angle = uniforms[NUM_UNIFORMS*index  ];
58
    float axisX = uniforms[NUM_UNIFORMS*index+1];
59
    float axisY = uniforms[NUM_UNIFORMS*index+2];
60
    float axisZ = uniforms[NUM_UNIFORMS*index+3];
57
    float angle = uniforms[NUM_FLOAT_UNIFORMS*index  ];
58
    float axisX = uniforms[NUM_FLOAT_UNIFORMS*index+1];
59
    float axisY = uniforms[NUM_FLOAT_UNIFORMS*index+2];
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    float axisZ = uniforms[NUM_FLOAT_UNIFORMS*index+3];
61 61

  
62
    float x = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET  ];
63
    float y = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+1];
64
    float z = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+2];
62
    float x = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET  ];
63
    float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
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    float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
65 65

  
66 66
    Matrix.translateM(matrixP, 0, x, y, z);
67 67
    Matrix.rotateM   (matrixP, 0, angle, axisX, axisY, axisZ);

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