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Revision b6a5d557

Added by Leszek Koltunski over 7 years ago

Change in the API: we always have to create a DistortedFramebuffer to render to.

View differences:

src/main/java/org/distorted/library/DistortedEffectQueues.java
154 154
 * Copy constructor.
155 155
 * <p>
156 156
 * Whatever we do not clone gets created just like in the default constructor.
157
 * We only call this from the descendant's classes' constructors where we have to pay attention
158
 * to give it the appropriate type of a DistortedObject!
159 157
 *
160 158
 * @param dc    Source object to create our object from
161 159
 * @param flags A bitmask of values specifying what to copy.
......
169 167

  
170 168
///////////////////////////////////////////////////////////////////////////////////////////////////
171 169
/**
172
 * Draw the DistortedObject to the location specified by current Matrix effects.    
173
 * <p>
174
 * Must be called from a thread holding OpenGL Context
175
 *
176
 * @param currTime current time, in milliseconds.
177
 *        This gets passed on to Dynamics inside the Effects that are currently applied to the
178
 *        Object.
179
 */
180
  public void draw(long currTime, DistortedTexture tex, GridObject grid)
181
    {
182
    tex.createTexture();
183
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
184
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex.mTextureDataH[0]);
185
    drawPriv(currTime, tex, grid, Distorted.mFramebuffer);
186
    DistortedFramebuffer.deleteAllMarked();
187
    DistortedTexture.deleteAllMarked();
188
    }
189

  
190
///////////////////////////////////////////////////////////////////////////////////////////////////
191
/**
192
 * Draw the DistortedObject to the Framebuffer passed.
170
 * Draw the (texture,grid) object to the Framebuffer passed.
193 171
 * <p>
194 172
 * Must be called from a thread holding OpenGL Context
195 173
 *

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