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Revision e54bfada

Added by Leszek Koltunski almost 4 years ago

Have VERTEX_QUATERNION, VERTEX_ROTATE and VERTEX_SHEAR modify inflate vectors.
Split Vertex attribute array into two (the one modified by preapply effects and the one not)

View differences:

src/main/java/org/distorted/library/effect/VertexEffectQuaternion.java
78 78

  
79 79
     + "n.x = qw*nx + qz*ny - qy*nz - qx*nw;          \n"
80 80
     + "n.y = qw*ny - qz*nx - qy*nw + qx*nz;          \n"
81
     + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;          \n";
81
     + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;          \n"
82

  
83
     + "#ifdef PREAPPLY                                \n"
84

  
85
     + "float ix =  - inf.z*qy + inf.y*qz + inf.x*qw;  \n"
86
     + "float iy =  + inf.z*qx + inf.y*qw - inf.x*qz;  \n"
87
     + "float iz =  + inf.z*qw - inf.y*qx + inf.x*qy;  \n"
88
     + "float iw =  - inf.z*qz - inf.y*qy - inf.x*qx;  \n"
89

  
90
     + "inf.x = qw*ix + qz*iy - qy*iz - qx*iw;         \n"
91
     + "inf.y = qw*iy - qz*ix - qy*iw + qx*iz;         \n"
92
     + "inf.z = qw*iz - qz*iw + qy*ix - qx*iy;         \n"
93

  
94
     + "#endif                                         \n";
82 95
    }
83 96

  
84 97
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffectRotate.java
95 95

  
96 96
    + "n.x = qw*nx + qz*ny - qy*nz - qx*nw;           \n"
97 97
    + "n.y = qw*ny - qz*nx - qy*nw + qx*nz;           \n"
98
    + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;           \n";
98
    + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;           \n"
99

  
100
    + "#ifdef PREAPPLY                                \n"
101

  
102
    + "float ix =  - inf.z*qy + inf.y*qz + inf.x*qw;  \n"
103
    + "float iy =  + inf.z*qx + inf.y*qw - inf.x*qz;  \n"
104
    + "float iz =  + inf.z*qw - inf.y*qx + inf.x*qy;  \n"
105
    + "float iw =  - inf.z*qz - inf.y*qy - inf.x*qx;  \n"
106

  
107
    + "inf.x = qw*ix + qz*iy - qy*iz - qx*iw;         \n"
108
    + "inf.y = qw*iy - qz*ix - qy*iw + qx*iz;         \n"
109
    + "inf.z = qw*iz - qz*iw + qy*ix - qx*iy;         \n"
110

  
111
    + "#endif                                         \n";
99 112
    }
100 113

  
101 114
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffectShear.java
73 73

  
74 74
    + "n.x = new_nx;                                 \n"
75 75
    + "n.y = new_ny;                                 \n"
76
    + "n.z = new_nz;                                 \n";
76
    + "n.z = new_nz;                                 \n"
77

  
78
    + "#ifdef PREAPPLY                               \n"
79

  
80
    + "float new_ix = (1.0+sx*sy)*inf.x + sx*inf.y;  \n"
81
    + "float new_iy = sy*inf.x + inf.y;              \n"
82
    + "float new_iz = sz*inf.y + inf.z;              \n"
83

  
84
    + "inf.x = new_ix;                               \n"
85
    + "inf.y = new_iy;                               \n"
86
    + "inf.z = new_iz;                               \n"
87

  
88
    + "#endif                                        \n";
77 89
    }
78 90

  
79 91
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/main/DistortedLibrary.java
307 307

  
308 308
    fullVertHeader += "#define PREAPPLY\n";
309 309

  
310
    String[] feedback = { "v_Position", "v_endPosition" };
310
    String[] feedback = { "v_Position", "v_endPosition", "v_Inflate" };
311 311

  
312 312
    try
313 313
      {
src/main/java/org/distorted/library/mesh/MeshBase.java
52 52
   static final int POS_ATTRIB   = 0;
53 53
   static final int NOR_ATTRIB   = POS_DATA_SIZE;
54 54
   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
55
   static final int TEX_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;
56
   static final int VERT_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE + TEX_DATA_SIZE;  // number of attributes of a 'normal' vertex
57
   static final int TRAN_ATTRIBS = POS_DATA_SIZE + POS_DATA_SIZE;                                  // number of attributes of a transform feedback vertex
55
   static final int TEX_ATTRIB   = 0;
56
   static final int VERT1_ATTRIBS= POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a vertex (the part changed by preapply)
57
   static final int VERT2_ATTRIBS= TEX_DATA_SIZE;                                  // number of attributes of a vertex (the 'preapply invariant' part)
58
   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a transform feedback vertex
58 59

  
59 60
   private static final int BYTES_PER_FLOAT = 4;
60 61

  
......
63 64
   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
64 65
   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
65 66
   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
66
   private static final int VERT_SIZE  = VERT_ATTRIBS*BYTES_PER_FLOAT;
67
   private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT;
68
   private static final int VERT2_SIZE = VERT2_ATTRIBS*BYTES_PER_FLOAT;
67 69

  
68
   private boolean mShowNormals;      // when rendering this mesh, draw normal vectors?
69
   private InternalBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
70
   private boolean mShowNormals;              // when rendering this mesh, draw normal vectors?
71
   private InternalBuffer mVBO1, mVBO2, mTFO; // main vertex buffer and transform feedback buffer
70 72
   private int mNumVertices;
71
   private float[] mVertAttribs;      // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ, TexS,TexT
73
   private float[] mVertAttribs1;             // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ
74
   private float[] mVertAttribs2;             // packed: TexS,TexT
72 75
   private float mInflate;
73 76
   private boolean mNeedsAdjustment;
74 77

  
......
113 116
     mNeedsAdjustment = false;
114 117
     mComponent       = new ArrayList<>();
115 118

  
116
     mVBO = new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
119
     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
120
     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
117 121
     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
118 122
     }
119 123

  
......
134 138
       mComponent.add(comp);
135 139
       }
136 140

  
137
     mVBO = new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
141
     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
142
     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
138 143
     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
139 144

  
140 145
     mNumVertices = original.mNumVertices;
141
     mVertAttribs = new float[mNumVertices*VERT_ATTRIBS];
142
     System.arraycopy(original.mVertAttribs,0,mVertAttribs,0,mNumVertices*VERT_ATTRIBS);
146
     mVertAttribs1= new float[mNumVertices*VERT1_ATTRIBS];
147
     mVertAttribs2= new float[mNumVertices*VERT2_ATTRIBS];
143 148

  
144
     mVBO.invalidate();
149
     System.arraycopy(original.mVertAttribs1,0,mVertAttribs1,0,mNumVertices*VERT1_ATTRIBS);
150
     System.arraycopy(original.mVertAttribs2,0,mVertAttribs2,0,mNumVertices*VERT2_ATTRIBS);
151

  
152
     mVBO1.invalidate();
153
     mVBO2.invalidate();
145 154
     mTFO.invalidate();
146 155
     }
147 156

  
......
155 164
///////////////////////////////////////////////////////////////////////////////////////////////////
156 165
// when a derived class is done computing its mesh, it has to call this method.
157 166

  
158
   void setAttribs(float[] vertexAttribs)
167
   void setAttribs(float[] vert1Attribs, float[] vert2Attribs)
159 168
     {
160
     mNumVertices = vertexAttribs.length/VERT_ATTRIBS;
161
     mVertAttribs = vertexAttribs;
169
     mNumVertices = vert1Attribs.length/VERT1_ATTRIBS;
170
     mVertAttribs1= vert1Attribs;
171
     mVertAttribs2= vert2Attribs;
162 172

  
163 173
     mComponent.add(new Component(mNumVertices));
164 174

  
165
     mVBO.invalidate();
166
     mTFO.invalidate();
175
     mVBO1.invalidate();
176
     mVBO2.invalidate();
167 177
     }
168 178

  
169 179
///////////////////////////////////////////////////////////////////////////////////////////////////
......
211 221
       }
212 222

  
213 223
     // allocate new attrib array
214
     float[] newAttribs = new float[VERT_ATTRIBS*mNumVertices];
224
     float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
225
     float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
215 226
     numVertices = origVertices;
216 227

  
217 228
     if( origVertices>0 )
218 229
       {
219
       System.arraycopy(mVertAttribs,                             0, newAttribs,                         0, VERT_ATTRIBS*numVertices);
220
       System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
230
       System.arraycopy(mVertAttribs1,                              0, newAttribs1,                         0, VERT1_ATTRIBS*numVertices);
231
       System.arraycopy(mVertAttribs2,                              0, newAttribs2,                         0, VERT2_ATTRIBS*numVertices);
232
       System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
233
       System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
221 234
       origVertices++;
222 235

  
223 236
       if( numVertices%2==1 )
224 237
         {
225
         System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
238
         System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
239
         System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
226 240
         origVertices++;
227 241
         }
228 242
       }
......
234 248

  
235 249
       if( origVertices>0 )
236 250
         {
237
         System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
251
         System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
252
         System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
238 253
         origVertices++;
239 254
         }
240
       System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS*numVertices);
255
       System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
256
       System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
241 257
       origVertices+=numVertices;
242 258

  
243 259
       if( i<numMeshes-1 )
244 260
         {
245
         System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
261
         System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
262
         System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
246 263
         origVertices++;
247 264

  
248 265
         if( numVertices%2==1 )
249 266
           {
250
           System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
267
           System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
268
           System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
251 269
           origVertices++;
252 270
           }
253 271
         }
......
258 276
       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
259 277
       }
260 278

  
261
     mVertAttribs = newAttribs;
279
     mVertAttribs1 = newAttribs1;
280
     mVertAttribs2 = newAttribs2;
262 281

  
263
     mVBO.invalidate();
282
     mVBO1.invalidate();
283
     mVBO2.invalidate();
264 284
     }
265 285

  
266 286
///////////////////////////////////////////////////////////////////////////////////////////////////
......
271 291
 */
272 292
   public void copyTransformToVertex()
273 293
     {
274
     float posX, posY, posZ, norX, norY, norZ;
275
     FloatBuffer feedback=null;
276

  
277
     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, TRAN_SIZE*mNumVertices,
278
                                                              GLES30.GL_MAP_READ_BIT);
294
     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
295
                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
279 296
     if( buffer!=null )
280 297
       {
281
       feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
298
       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
299
       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
300
       mVBO1.update(mVertAttribs1);
282 301
       }
283 302
     else
284 303
       {
......
286 305
       Log.e("mesh", "failed to map tf buffer, error="+error);
287 306
       }
288 307

  
289
     if( feedback!=null )
290
       {
291
       for(int vertex=0; vertex<mNumVertices; vertex++)
292
         {
293
         mVertAttribs[vertex*VERT_ATTRIBS + POS_ATTRIB     ] = feedback.get(6*vertex  );
294
         mVertAttribs[vertex*VERT_ATTRIBS + POS_ATTRIB + 1 ] = feedback.get(6*vertex+1);
295
         mVertAttribs[vertex*VERT_ATTRIBS + POS_ATTRIB + 2 ] = feedback.get(6*vertex+2);
296
         mVertAttribs[vertex*VERT_ATTRIBS + NOR_ATTRIB     ] = feedback.get(6*vertex+3);
297
         mVertAttribs[vertex*VERT_ATTRIBS + NOR_ATTRIB + 1 ] = feedback.get(6*vertex+4);
298
         mVertAttribs[vertex*VERT_ATTRIBS + NOR_ATTRIB + 2 ] = feedback.get(6*vertex+5);
299
         }
300

  
301
       mVBO.update(mVertAttribs);
302
       }
303

  
304 308
     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
305 309

  
306 310
     int numComp = mComponent.size();
......
379 383
       DistortedLibrary.adjustVertices(this);
380 384
       }
381 385

  
382
     int index = mVBO.createImmediately(mNumVertices*VERT_SIZE, mVertAttribs);
386
     int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
387
     int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
383 388

  
384
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
385
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_POS);
386
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_NOR);
387
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_INF);
388
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_TEX);
389
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
390
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
391
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
392
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
393
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
394
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
389 395
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
390 396
     }
391 397

  
......
458 464
 */
459 465
   public void markForDeletion()
460 466
     {
461
     mVertAttribs = null;
467
     mVertAttribs1 = null;
468
     mVertAttribs2 = null;
462 469

  
463
     mVBO.markForDeletion();
470
     mVBO1.markForDeletion();
471
     mVBO2.markForDeletion();
464 472
     mTFO.markForDeletion();
465 473
     }
466 474

  
......
538 546
           movX = newMap.get0() - ratW*oldMap.get0();
539 547
           movY = newMap.get1() - ratH*oldMap.get1();
540 548

  
541
           for( int index=vertex*VERT_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT_ATTRIBS)
549
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
542 550
             {
543
             mVertAttribs[index  ] = ratW*mVertAttribs[index  ] + movX;
544
             mVertAttribs[index+1] = ratH*mVertAttribs[index+1] + movY;
551
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
552
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
545 553
             }
546 554
           comp.setMap(newMap);
547 555
           }
......
550 558
       vertex= comp.mEndIndex+1;
551 559
       }
552 560

  
553
     mVBO.invalidate();
561
     mVBO2.invalidate();
554 562
     }
555 563

  
556 564
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/mesh/MeshCubes.java
391 391

  
392 392
///////////////////////////////////////////////////////////////////////////////////////////////////
393 393

  
394
  private void buildFrontBackGrid(boolean front, float[] attribs)
394
  private void buildFrontBackGrid(boolean front, float[] attribs1, float[] attribs2)
395 395
     {
396 396
     int last, current;
397 397
     boolean seenLand=false;
......
413 413

  
414 414
           if( !seenLand && !front && ((currVert%2==1)^currentBlockIsNE) )
415 415
             {
416
             repeatLast(attribs);
416
             repeatLast(attribs1,attribs2);
417 417
             }
418 418

  
419 419
           createNormals(front,row,col);
......
422 422
             {
423 423
             if( (last!=current) || !lastBlockIsNE )
424 424
               {
425
               if( seenLand  && (last != current) ) repeatLast(attribs);
426
               addFrontVertex( 0, vectZ, col, row, attribs);
427
               if( seenLand  && (last != current) ) repeatLast(attribs);
428
               if( !lastBlockIsNE || (!front && !seenLand) ) repeatLast(attribs);
429
               addFrontVertex( 1, vectZ, col, row+1, attribs);
425
               if( seenLand  && (last != current) ) repeatLast(attribs1,attribs2);
426
               addFrontVertex( 0, vectZ, col, row, attribs1,attribs2);
427
               if( seenLand  && (last != current) ) repeatLast(attribs1,attribs2);
428
               if( !lastBlockIsNE || (!front && !seenLand) ) repeatLast(attribs1,attribs2);
429
               addFrontVertex( 1, vectZ, col, row+1, attribs1,attribs2);
430 430
               }
431
             addFrontVertex( 2, vectZ, col+1, row  , attribs);
432
             addFrontVertex( 3, vectZ, col+1, row+1, attribs);
431
             addFrontVertex( 2, vectZ, col+1, row  , attribs1,attribs2);
432
             addFrontVertex( 3, vectZ, col+1, row+1, attribs1,attribs2);
433 433
             }
434 434
           else
435 435
             {
436 436
             if( (last!=current) || lastBlockIsNE )
437 437
               {
438
               if( seenLand  && (last != current) ) repeatLast(attribs);
439
               addFrontVertex( 1, vectZ, col, row+1, attribs);
440
               if( seenLand  && (last != current) ) repeatLast(attribs);
441
               if( lastBlockIsNE || (!front && !seenLand) ) repeatLast(attribs);
442
               addFrontVertex( 0, vectZ, col, row, attribs);
438
               if( seenLand  && (last != current) ) repeatLast(attribs1,attribs2);
439
               addFrontVertex( 1, vectZ, col, row+1, attribs1,attribs2);
440
               if( seenLand  && (last != current) ) repeatLast(attribs1,attribs2);
441
               if( lastBlockIsNE || (!front && !seenLand) ) repeatLast(attribs1,attribs2);
442
               addFrontVertex( 0, vectZ, col, row, attribs1,attribs2);
443 443
               }
444
             addFrontVertex( 3, vectZ, col+1, row+1, attribs);
445
             addFrontVertex( 2, vectZ, col+1, row  , attribs);
444
             addFrontVertex( 3, vectZ, col+1, row+1, attribs1,attribs2);
445
             addFrontVertex( 2, vectZ, col+1, row  , attribs1,attribs2);
446 446
             }
447 447

  
448 448
           seenLand = true;
......
456 456

  
457 457
///////////////////////////////////////////////////////////////////////////////////////////////////
458 458

  
459
  private void buildSideGrid(float[] attribs)
459
  private void buildSideGrid(float[] attribs1,float[] attribs2)
460 460
     {
461 461
     for(int i=0; i<mEdgeNum; i++)
462 462
       {
463
       buildIthSide(mEdges.get(i), attribs);
463
       buildIthSide(mEdges.get(i), attribs1, attribs2);
464 464
       }
465 465
     }
466 466

  
467 467
///////////////////////////////////////////////////////////////////////////////////////////////////
468 468

  
469
  private void buildIthSide(Edge curr, float[] attribs)
469
  private void buildIthSide(Edge curr, float[] attribs1, float[] attribs2)
470 470
     {
471 471
     Edge prev, next;
472 472
     int col, row, side;
......
488 488
       side= curr.side;
489 489
       next = getNextEdge(curr);
490 490
     
491
       addSideVertex(curr,true,slice+1,prev.side,attribs);
491
       addSideVertex(curr,true,slice+1,prev.side,attribs1,attribs2);
492 492

  
493 493
       do
494 494
         {
495 495
         if( prev.side!=curr.side )
496 496
           {
497
           addSideVertex(curr,true,slice+1,prev.side,attribs);
498
           addSideVertex(curr,true,slice  ,prev.side,attribs);
497
           addSideVertex(curr,true,slice+1,prev.side,attribs1,attribs2);
498
           addSideVertex(curr,true,slice  ,prev.side,attribs1,attribs2);
499 499
           }
500 500
       
501
         addSideVertex(curr,false,slice+1,next.side,attribs);
502
         addSideVertex(curr,false,slice  ,next.side,attribs);
501
         addSideVertex(curr,false,slice+1,next.side,attribs1,attribs2);
502
         addSideVertex(curr,false,slice  ,next.side,attribs1,attribs2);
503 503
       
504 504
         prev = curr;
505 505
         curr = next;
......
507 507
         }
508 508
       while( curr.col!=col || curr.row!=row || curr.side!=side );
509 509
     
510
       repeatLast(attribs);
510
       repeatLast(attribs1,attribs2);
511 511
       }
512 512
     }
513 513

  
......
615 615

  
616 616
///////////////////////////////////////////////////////////////////////////////////////////////////
617 617

  
618
  private void addFrontVertex(int index, float vectZ, int col, int row, float[] attribs)
618
  private void addFrontVertex(int index, float vectZ, int col, int row, float[] attribs1, float[] attribs2)
619 619
     {
620 620
     float x = (float)col/mCols;
621 621
     float y = (float)row/mRows;
622 622

  
623
     attribs[VERT_ATTRIBS*currVert + POS_ATTRIB  ] = x-0.5f;
624
     attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+1] = 0.5f-y;
625
     attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+2] = vectZ;
623
     attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB  ] = x-0.5f;
624
     attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = 0.5f-y;
625
     attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = vectZ;
626 626

  
627
     attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB  ] = mNormalX[index];
628
     attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+1] = mNormalY[index];
629
     attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+2] = mNormalZ[index];
627
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB  ] = mNormalX[index];
628
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = mNormalY[index];
629
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = mNormalZ[index];
630 630

  
631
     attribs[VERT_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
632
     attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
633
     attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = vectZ;
631
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
632
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
633
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = vectZ;
634 634

  
635 635
     if( vectZ>0 )
636 636
       {
637
       attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[FRONT] +       x  * mTexMappingW[FRONT];
638
       attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[FRONT] + (1.0f-y) * mTexMappingH[FRONT];
637
       attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[FRONT] +       x  * mTexMappingW[FRONT];
638
       attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[FRONT] + (1.0f-y) * mTexMappingH[FRONT];
639 639
       }
640 640
     else
641 641
       {
642
       attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[BACK]  +       x  * mTexMappingW[BACK];
643
       attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BACK]  + (1.0f-y) * mTexMappingH[BACK];
642
       attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[BACK]  +       x  * mTexMappingW[BACK];
643
       attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BACK]  + (1.0f-y) * mTexMappingH[BACK];
644 644
       }
645 645

  
646 646
     currVert++;
......
648 648

  
649 649
///////////////////////////////////////////////////////////////////////////////////////////////////
650 650

  
651
  private void addSideVertex(Edge curr, boolean back, int slice, int side, float[] attribs)
651
  private void addSideVertex(Edge curr, boolean back, int slice, int side, float[] attribs1, float[] attribs2)
652 652
     {
653 653
     float x, y, z;
654 654
     int row, col;
......
661 661
                   y = 0.5f - (float)row/mRows;
662 662
                   z = 0.5f - (float)slice/mSlices;
663 663

  
664
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB  ] = x - 0.5f;
665
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+1] = y;
666
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+2] = z;
664
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB  ] = x - 0.5f;
665
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = y;
666
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = z;
667 667

  
668
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB  ] = side==NORTH ? 0.0f : (side==WEST?-R:R);
669
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+1] = 1.0f;
670
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
668
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB  ] = side==NORTH ? 0.0f : (side==WEST?-R:R);
669
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = 1.0f;
670
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
671 671

  
672
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
673
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
674
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = z;
672
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
673
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
674
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = z;
675 675

  
676
                   attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[TOP] +       x  * mTexMappingW[TOP];
677
                   attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[TOP] + (0.5f-z) * mTexMappingH[TOP];
676
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[TOP] +       x  * mTexMappingW[TOP];
677
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[TOP] + (0.5f-z) * mTexMappingH[TOP];
678 678

  
679 679
                   break;
680 680
       case SOUTH: row = curr.row+1;
......
683 683
                   y = 0.5f - (float)row/mRows;
684 684
                   z = 0.5f - (float)slice/mSlices;
685 685

  
686
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB  ] = x - 0.5f;
687
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+1] = y;
688
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+2] = z;
686
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB  ] = x - 0.5f;
687
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = y;
688
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = z;
689 689

  
690
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB  ] = side==SOUTH ? 0.0f: (side==EAST?-R:R);
691
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+1] =-1.0f;
692
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
690
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB  ] = side==SOUTH ? 0.0f: (side==EAST?-R:R);
691
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] =-1.0f;
692
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
693 693

  
694
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
695
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
696
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = z;
694
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
695
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
696
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = z;
697 697

  
698
                   attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[BOTTOM] +       x  * mTexMappingW[BOTTOM];
699
                   attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BOTTOM] + (0.5f-z) * mTexMappingH[BOTTOM];
698
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[BOTTOM] +       x  * mTexMappingW[BOTTOM];
699
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BOTTOM] + (0.5f-z) * mTexMappingH[BOTTOM];
700 700

  
701 701
                   break;
702 702
       case WEST : row = (back  ? (curr.row+1):(curr.row));
......
705 705
                   y = (float)row/mRows;
706 706
                   z = 0.5f - (float)slice/mSlices;
707 707

  
708
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB  ] = x;
709
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+1] = 0.5f - y;
710
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+2] = z;
708
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB  ] = x;
709
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = 0.5f - y;
710
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = z;
711 711

  
712
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB  ] =-1.0f;
713
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+1] = side==WEST ? 0.0f : (side==NORTH?-R:R);
714
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
712
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB  ] =-1.0f;
713
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = side==WEST ? 0.0f : (side==NORTH?-R:R);
714
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
715 715

  
716
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
717
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
718
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = z;
716
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
717
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
718
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = z;
719 719

  
720
                   attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[LEFT] + (0.5f-z) * mTexMappingW[LEFT];
721
                   attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[LEFT] + (1.0f-y) * mTexMappingH[LEFT];
720
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[LEFT] + (0.5f-z) * mTexMappingW[LEFT];
721
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[LEFT] + (1.0f-y) * mTexMappingH[LEFT];
722 722

  
723 723
                   break;
724 724
       case EAST : row = (back  ? (curr.row):(curr.row+1));
......
727 727
                   y = (float)row/mRows;
728 728
                   z = 0.5f - (float)slice/mSlices;
729 729

  
730
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB  ] = x;
731
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+1] = 0.5f - y;
732
                   attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+2] = z;
730
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB  ] = x;
731
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = 0.5f - y;
732
                   attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = z;
733 733

  
734
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB  ] = 1.0f;
735
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+1] = side==EAST ? 0.0f : (side==SOUTH?-R:R);
736
                   attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
734
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB  ] = 1.0f;
735
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = side==EAST ? 0.0f : (side==SOUTH?-R:R);
736
                   attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
737 737

  
738
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
739
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
740
                   attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = z;
738
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = mInflateX[row][col]/2.0f;
739
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = mInflateY[row][col]/2.0f;
740
                   attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = z;
741 741

  
742
                   attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[RIGHT] + (0.5f-z) * mTexMappingW[RIGHT];
743
                   attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[RIGHT] + (1.0f-y) * mTexMappingH[RIGHT];
742
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[RIGHT] + (0.5f-z) * mTexMappingW[RIGHT];
743
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[RIGHT] + (1.0f-y) * mTexMappingH[RIGHT];
744 744

  
745 745
                   break;
746 746
       }
......
750 750

  
751 751
///////////////////////////////////////////////////////////////////////////////////////////////////
752 752

  
753
   private void repeatLast(float[] attribs)
753
   private void repeatLast(float[] attribs1, float[] attribs2)
754 754
     {
755
     attribs[VERT_ATTRIBS*currVert + POS_ATTRIB  ] = attribs[VERT_ATTRIBS*(currVert-1) + POS_ATTRIB  ];
756
     attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+1] = attribs[VERT_ATTRIBS*(currVert-1) + POS_ATTRIB+1];
757
     attribs[VERT_ATTRIBS*currVert + POS_ATTRIB+2] = attribs[VERT_ATTRIBS*(currVert-1) + POS_ATTRIB+2];
755
     attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(currVert-1) + POS_ATTRIB  ];
756
     attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currVert-1) + POS_ATTRIB+1];
757
     attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currVert-1) + POS_ATTRIB+2];
758 758

  
759
     attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB  ] = attribs[VERT_ATTRIBS*(currVert-1) + NOR_ATTRIB  ];
760
     attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+1] = attribs[VERT_ATTRIBS*(currVert-1) + NOR_ATTRIB+1];
761
     attribs[VERT_ATTRIBS*currVert + NOR_ATTRIB+2] = attribs[VERT_ATTRIBS*(currVert-1) + NOR_ATTRIB+2];
759
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(currVert-1) + NOR_ATTRIB  ];
760
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currVert-1) + NOR_ATTRIB+1];
761
     attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currVert-1) + NOR_ATTRIB+2];
762 762

  
763
     attribs[VERT_ATTRIBS*currVert + INF_ATTRIB  ] = attribs[VERT_ATTRIBS*(currVert-1) + INF_ATTRIB  ];
764
     attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = attribs[VERT_ATTRIBS*(currVert-1) + INF_ATTRIB+1];
765
     attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = attribs[VERT_ATTRIBS*(currVert-1) + INF_ATTRIB+2];
763
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(currVert-1) + INF_ATTRIB  ];
764
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currVert-1) + INF_ATTRIB+1];
765
     attribs1[VERT1_ATTRIBS*currVert + INF_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currVert-1) + INF_ATTRIB+2];
766 766

  
767
     attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB  ] = attribs[VERT_ATTRIBS*(currVert-1) + TEX_ATTRIB  ];
768
     attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = attribs[VERT_ATTRIBS*(currVert-1) + TEX_ATTRIB+1];
767
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB  ];
768
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB+1];
769 769

  
770 770
     currVert++;
771 771
     }
......
774 774

  
775 775
  private void build()
776 776
     {
777
     float[] attribs= new float[VERT_ATTRIBS*numVertices];
777
     float[] attribs1= new float[VERT1_ATTRIBS*numVertices];
778
     float[] attribs2= new float[VERT2_ATTRIBS*numVertices];
778 779

  
779
     buildFrontBackGrid(true,attribs);
780
     buildFrontBackGrid(true,attribs1,attribs2);
780 781

  
781 782
     if( mSlices>0 )
782 783
       {
783
       repeatLast(attribs);
784
       if( currVert%2==1 ) repeatLast(attribs);
785
       buildSideGrid(attribs);
786
       buildFrontBackGrid(false,attribs);
784
       repeatLast(attribs1,attribs2);
785
       if( currVert%2==1 ) repeatLast(attribs1,attribs2);
786
       buildSideGrid(attribs1,attribs2);
787
       buildFrontBackGrid(false,attribs1,attribs2);
787 788
       }
788 789

  
789 790
     mEdges.clear();
......
795 796
     if( currVert!=numVertices )
796 797
       android.util.Log.e("MeshCubes", "currVert " +currVert+" numVertices="+numVertices );
797 798

  
798
     setAttribs(attribs);
799
     setAttribs(attribs1,attribs2);
799 800
     }
800 801

  
801 802
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/mesh/MeshJoined.java
25 25
  {
26 26
///////////////////////////////////////////////////////////////////////////////////////////////////
27 27
/**
28
 * Join a list of (probably already changed by Matrix Effects) Meshes into one.
28
 * Join a list of (probably already changed by Vertex Effects) Meshes into one.
29 29
 * <p>
30 30
 * You need to try and keep the origin (0,0,0) in the center of gravity of the whole thing.
31 31
 */
......
39 39
/**
40 40
 * deep copy.
41 41
 */
42
 public MeshJoined(MeshJoined mesh)
42
  public MeshJoined(MeshJoined mesh)
43 43
   {
44 44
   super(mesh);
45 45
   }
......
48 48
/**
49 49
 * deep copy.
50 50
 */
51
 public MeshJoined deepCopy()
51
  public MeshJoined deepCopy()
52 52
   {
53 53
   return new MeshJoined(this);
54 54
   }
......
57 57
/**
58 58
 * Return how many basic Meshes is this Mesh joined from.
59 59
 */
60
   public int getNumComponents()
60
  public int getNumComponents()
61 61
     {
62 62
     return numComponents();
63 63
     }
src/main/java/org/distorted/library/mesh/MeshQuad.java
30 30
  {
31 31
///////////////////////////////////////////////////////////////////////////////////////////////////
32 32

  
33
  private void addVertex( float x, float y, float[] attribs, int index)
33
  private void addVertex( float x, float y, float[] attribs1, float[] attribs2, int index)
34 34
    {
35
    attribs[VERT_ATTRIBS*index + POS_ATTRIB  ] = x-0.5f;
36
    attribs[VERT_ATTRIBS*index + POS_ATTRIB+1] = 0.5f-y;
37
    attribs[VERT_ATTRIBS*index + POS_ATTRIB+2] = 0.0f;
35
    attribs1[VERT1_ATTRIBS*index + POS_ATTRIB  ] = x-0.5f;
36
    attribs1[VERT1_ATTRIBS*index + POS_ATTRIB+1] = 0.5f-y;
37
    attribs1[VERT1_ATTRIBS*index + POS_ATTRIB+2] = 0.0f;
38 38

  
39
    attribs[VERT_ATTRIBS*index + NOR_ATTRIB  ] = 0.0f;
40
    attribs[VERT_ATTRIBS*index + NOR_ATTRIB+1] = 0.0f;
41
    attribs[VERT_ATTRIBS*index + NOR_ATTRIB+2] = 1.0f;
39
    attribs1[VERT1_ATTRIBS*index + NOR_ATTRIB  ] = 0.0f;
40
    attribs1[VERT1_ATTRIBS*index + NOR_ATTRIB+1] = 0.0f;
41
    attribs1[VERT1_ATTRIBS*index + NOR_ATTRIB+2] = 1.0f;
42 42

  
43
    attribs[VERT_ATTRIBS*index + INF_ATTRIB  ] = (x-0.5f);
44
    attribs[VERT_ATTRIBS*index + INF_ATTRIB+1] = (0.5f-y);
45
    attribs[VERT_ATTRIBS*index + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
43
    attribs1[VERT1_ATTRIBS*index + INF_ATTRIB  ] = (x-0.5f);
44
    attribs1[VERT1_ATTRIBS*index + INF_ATTRIB+1] = (0.5f-y);
45
    attribs1[VERT1_ATTRIBS*index + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
46 46

  
47
    attribs[VERT_ATTRIBS*index + TEX_ATTRIB  ] = x;
48
    attribs[VERT_ATTRIBS*index + TEX_ATTRIB+1] = 1.0f-y;
47
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB  ] = x;
48
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB+1] = 1.0f-y;
49 49
    }
50 50

  
51 51
///////////////////////////////////////////////////////////////////////////////////////////////////
......
57 57
  public MeshQuad()
58 58
    {
59 59
    super();
60
    float[] attribs= new float[VERT_ATTRIBS*4];
61 60

  
62
    addVertex(0.0f,0.0f, attribs,0);
63
    addVertex(0.0f,1.0f, attribs,1);
64
    addVertex(1.0f,0.0f, attribs,2);
65
    addVertex(1.0f,1.0f, attribs,3);
61
    float[] attribs1= new float[VERT1_ATTRIBS*4];
62
    float[] attribs2= new float[VERT2_ATTRIBS*4];
66 63

  
67
    setAttribs(attribs);
64
    addVertex(0.0f,0.0f, attribs1, attribs2, 0);
65
    addVertex(0.0f,1.0f, attribs1, attribs2, 1);
66
    addVertex(1.0f,0.0f, attribs1, attribs2, 2);
67
    addVertex(1.0f,1.0f, attribs1, attribs2, 3);
68

  
69
    setAttribs(attribs1,attribs2);
68 70
    }
69 71

  
70 72
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/mesh/MeshRectangles.java
55 55

  
56 56
///////////////////////////////////////////////////////////////////////////////////////////////////
57 57

  
58
  private int addVertex(int vertex, float x, float y, float[] attribs)
58
  private int addVertex(int vertex, float x, float y, float[] attribs1, float[] attribs2)
59 59
     {
60 60
     remainingVert--;
61 61

  
62
     attribs[VERT_ATTRIBS*vertex + POS_ATTRIB  ] = x-0.5f;
63
     attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+1] = 0.5f-y;
64
     attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f;
62
     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB  ] = x-0.5f;
63
     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = 0.5f-y;
64
     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f;
65 65

  
66
     attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB  ] = 0.0f;
67
     attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f;
68
     attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f;
66
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB  ] = 0.0f;
67
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f;
68
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f;
69 69

  
70
     attribs[VERT_ATTRIBS*vertex + INF_ATTRIB  ] = (x-0.5f);
71
     attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+1] = (0.5f-y);
72
     attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
70
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB  ] = (x-0.5f);
71
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+1] = (0.5f-y);
72
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
73 73

  
74
     attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
75
     attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB+1] = 1.0f-y;
74
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
75
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = 1.0f-y;
76 76

  
77 77
     return vertex+1;
78 78
     }
79 79

  
80 80
///////////////////////////////////////////////////////////////////////////////////////////////////
81 81

  
82
  private int repeatLast(int vertex, float[] attribs)
82
  private int repeatLast(int vertex, float[] attribs1, float[] attribs2)
83 83
     {
84 84
     if( vertex>0 )
85 85
       {
86 86
       remainingVert--;
87 87

  
88
       attribs[VERT_ATTRIBS*vertex + POS_ATTRIB  ] = attribs[VERT_ATTRIBS*(vertex-1) + POS_ATTRIB  ];
89
       attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + POS_ATTRIB+1];
90
       attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+2] = attribs[VERT_ATTRIBS*(vertex-1) + POS_ATTRIB+2];
88
       attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB  ];
89
       attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB+1];
90
       attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB+2];
91 91

  
92
       attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB  ] = attribs[VERT_ATTRIBS*(vertex-1) + NOR_ATTRIB  ];
93
       attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + NOR_ATTRIB+1];
94
       attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+2] = attribs[VERT_ATTRIBS*(vertex-1) + NOR_ATTRIB+2];
92
       attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB  ];
93
       attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+1];
94
       attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+2];
95 95

  
96
       attribs[VERT_ATTRIBS*vertex + INF_ATTRIB  ] = attribs[VERT_ATTRIBS*(vertex-1) + INF_ATTRIB  ];
97
       attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + INF_ATTRIB+1];
98
       attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+2] = attribs[VERT_ATTRIBS*(vertex-1) + INF_ATTRIB+2];
96
       attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(vertex-1) + INF_ATTRIB  ];
97
       attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + INF_ATTRIB+1];
98
       attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + INF_ATTRIB+2];
99 99

  
100
       attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB  ] = attribs[VERT_ATTRIBS*(vertex-1) + TEX_ATTRIB  ];
101
       attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + TEX_ATTRIB+1];
100
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB  ];
101
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB+1];
102 102

  
103 103
       vertex++;
104 104
       }
......
108 108

  
109 109
///////////////////////////////////////////////////////////////////////////////////////////////////
110 110

  
111
  private void buildGrid(float[] attribs)
111
  private void buildGrid(float[] attribs1, float[] attribs2)
112 112
     {
113 113
     boolean lastBlockIsNE = false;
114 114
     boolean currentBlockIsNE;
......
130 130

  
131 131
         if( col==0 || (lastBlockIsNE^currentBlockIsNE) )
132 132
           {
133
           if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs);
134
           vertex= addVertex( vertex, x, y+(currentBlockIsNE?0:Y), attribs);
135
           if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs);
136
           if( lastBlockIsNE^currentBlockIsNE)  vertex = repeatLast(vertex,attribs);
137
           vertex= addVertex( vertex, x, y+(currentBlockIsNE?Y:0), attribs);
133
           if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2);
134
           vertex= addVertex( vertex, x, y+(currentBlockIsNE?0:Y), attribs1,attribs2);
135
           if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2);
136
           if( lastBlockIsNE^currentBlockIsNE)  vertex = repeatLast(vertex,attribs1,attribs2);
137
           vertex= addVertex( vertex, x, y+(currentBlockIsNE?Y:0), attribs1,attribs2);
138 138
           }
139
         vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?0:Y), attribs);
140
         vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?Y:0), attribs);
139
         vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?0:Y), attribs1,attribs2);
140
         vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?Y:0), attribs1,attribs2);
141 141

  
142 142
         lastBlockIsNE = currentBlockIsNE;
143 143
         x+=X;
......
156 156
 * @param cols Number of columns in the grid.
157 157
 * @param rows Number of rows in the grid.
158 158
 */
159
 public MeshRectangles(int cols, int rows)
159
  public MeshRectangles(int cols, int rows)
160 160
    {
161 161
    super();
162 162
    computeNumberOfVertices(cols,rows);
163 163

  
164
    float[] attribs= new float[VERT_ATTRIBS*numVertices];
164
    float[] attribs1= new float[VERT1_ATTRIBS*numVertices];
165
    float[] attribs2= new float[VERT2_ATTRIBS*numVertices];
165 166

  
166
    buildGrid(attribs);
167
    buildGrid(attribs1,attribs2);
167 168

  
168 169
    if( remainingVert!=0 )
169 170
      android.util.Log.d("MeshRectangles", "remainingVert " +remainingVert );
170 171

  
171
    setAttribs(attribs);
172
    setAttribs(attribs1,attribs2);
172 173
    }
173 174

  
174 175
///////////////////////////////////////////////////////////////////////////////////////////////////
175 176
/**
176 177
 * deep copy.
177 178
 */
178
 public MeshRectangles(MeshRectangles mesh)
179
   {
180
   super(mesh);
181
   }
179
  public MeshRectangles(MeshRectangles mesh)
180
    {
181
    super(mesh);
182
    }
182 183

  
183 184
///////////////////////////////////////////////////////////////////////////////////////////////////
184 185
/**
185 186
 * deep copy.
186 187
 */
187
 public MeshRectangles deepCopy()
188
   {
189
   return new MeshRectangles(this);
190
   }
188
  public MeshRectangles deepCopy()
189
    {
190
    return new MeshRectangles(this);
191
    }
191 192
 }
src/main/java/org/distorted/library/mesh/MeshSphere.java
77 77

  
78 78
///////////////////////////////////////////////////////////////////////////////////////////////////
79 79

  
80
  private void repeatVertex(float[] attribs)
80
  private void repeatVertex(float[] attribs1, float[] attribs2)
81 81
    {
82 82
    if( currentVert>0 )
83 83
      {
84
      attribs[VERT_ATTRIBS*currentVert + POS_ATTRIB  ] = attribs[VERT_ATTRIBS*(currentVert-1) + POS_ATTRIB  ];
85
      attribs[VERT_ATTRIBS*currentVert + POS_ATTRIB+1] = attribs[VERT_ATTRIBS*(currentVert-1) + POS_ATTRIB+1];
86
      attribs[VERT_ATTRIBS*currentVert + POS_ATTRIB+2] = attribs[VERT_ATTRIBS*(currentVert-1) + POS_ATTRIB+2];
84
      attribs1[VERT1_ATTRIBS*currentVert + POS_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(currentVert-1) + POS_ATTRIB  ];
85
      attribs1[VERT1_ATTRIBS*currentVert + POS_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currentVert-1) + POS_ATTRIB+1];
86
      attribs1[VERT1_ATTRIBS*currentVert + POS_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currentVert-1) + POS_ATTRIB+2];
87 87

  
88
      attribs[VERT_ATTRIBS*currentVert + NOR_ATTRIB  ] = attribs[VERT_ATTRIBS*(currentVert-1) + NOR_ATTRIB  ];
89
      attribs[VERT_ATTRIBS*currentVert + NOR_ATTRIB+1] = attribs[VERT_ATTRIBS*(currentVert-1) + NOR_ATTRIB+1];
90
      attribs[VERT_ATTRIBS*currentVert + NOR_ATTRIB+2] = attribs[VERT_ATTRIBS*(currentVert-1) + NOR_ATTRIB+2];
88
      attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(currentVert-1) + NOR_ATTRIB  ];
89
      attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currentVert-1) + NOR_ATTRIB+1];
90
      attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currentVert-1) + NOR_ATTRIB+2];
91 91

  
92
      attribs[VERT_ATTRIBS*currentVert + INF_ATTRIB  ] = attribs[VERT_ATTRIBS*(currentVert-1) + INF_ATTRIB  ];
93
      attribs[VERT_ATTRIBS*currentVert + INF_ATTRIB+1] = attribs[VERT_ATTRIBS*(currentVert-1) + INF_ATTRIB+1];
94
      attribs[VERT_ATTRIBS*currentVert + INF_ATTRIB+2] = attribs[VERT_ATTRIBS*(currentVert-1) + INF_ATTRIB+2];
92
      attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(currentVert-1) + INF_ATTRIB  ];
93
      attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currentVert-1) + INF_ATTRIB+1];
94
      attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currentVert-1) + INF_ATTRIB+2];
95 95

  
96
      attribs[VERT_ATTRIBS*currentVert + TEX_ATTRIB  ] = attribs[VERT_ATTRIBS*(currentVert-1) + TEX_ATTRIB  ];
97
      attribs[VERT_ATTRIBS*currentVert + TEX_ATTRIB+1] = attribs[VERT_ATTRIBS*(currentVert-1) + TEX_ATTRIB+1];
96
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB  ];
97
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB+1];
98 98

  
99 99
      currentVert++;
100 100
      }
......
151 151
// (      0, level-1, level) -> (lonV3,latV3 )
152 152
// (level-1,       0, level) -> (lonV2,latV12)
153 153

  
154
  private void addVertex(float[] attribs, int column, int row, int level,
154
  private void addVertex(float[] attribs1, float[] attribs2, int column, int row, int level,
155 155
                         double lonV1, double lonV2, double latV12, double latV3)
156 156
    {
157 157
    double quotX = (double)column/level;
......
184 184

  
185 185
    double texY = 0.5 + latitude/P;
186 186

  
187
    attribs[VERT_ATTRIBS*currentVert + POS_ATTRIB  ] = x;  //
188
    attribs[VERT_ATTRIBS*currentVert + POS_ATTRIB+1] = y;  //
189
    attribs[VERT_ATTRIBS*currentVert + POS_ATTRIB+2] = z;  //
190
                                                           //  In case of this Mesh so it happens that
191
    attribs[VERT_ATTRIBS*currentVert + NOR_ATTRIB  ] = 2*x;//  the vertex coords, normal vector, and
192
    attribs[VERT_ATTRIBS*currentVert + NOR_ATTRIB+1] = 2*y;//  inflate vector have identical (x,y,z).
193
    attribs[VERT_ATTRIBS*currentVert + NOR_ATTRIB+2] = 2*z;//
194
                                                           //  TODO: think about some more efficient
195
    attribs[VERT_ATTRIBS*currentVert + INF_ATTRIB  ] = x;  //  representation.
196
    attribs[VERT_ATTRIBS*currentVert + INF_ATTRIB+1] = y;  //
197
    attribs[VERT_ATTRIBS*currentVert + INF_ATTRIB+2] = z;  //
198

  
199
    attribs[VERT_ATTRIBS*currentVert + TEX_ATTRIB  ] = (float)texX;
200
    attribs[VERT_ATTRIBS*currentVert + TEX_ATTRIB+1] = (float)texY;
187
    attribs1[VERT1_ATTRIBS*currentVert + POS_ATTRIB  ] = x;  //
188
    attribs1[VERT1_ATTRIBS*currentVert + POS_ATTRIB+1] = y;  //
189
    attribs1[VERT1_ATTRIBS*currentVert + POS_ATTRIB+2] = z;  //
190
                                                             //  In case of this Mesh so it happens that
191
    attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB  ] = 2*x;//  the vertex coords, normal vector, and
192
    attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB+1] = 2*y;//  inflate vector have identical (x,y,z).
193
    attribs1[VERT1_ATTRIBS*currentVert + NOR_ATTRIB+2] = 2*z;//
194
                                                             //  TODO: think about some more efficient
195
    attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB  ] = x;  //  representation.
196
    attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB+1] = y;  //
197
    attribs1[VERT1_ATTRIBS*currentVert + INF_ATTRIB+2] = z;  //
198

  
199
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = (float)texX;
200
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = (float)texY;
201 201

  
202 202
    currentVert++;
203 203

  
......
209 209

  
210 210
    if( currentVert>=3 && texX==0.0 )
211 211
      {
212
      double tex1 = attribs[VERT_ATTRIBS*(currentVert-2) + TEX_ATTRIB];
213
      double tex2 = attribs[VERT_ATTRIBS*(currentVert-3) + TEX_ATTRIB];
212
      double tex1 = attribs2[VERT2_ATTRIBS*(currentVert-2) + TEX_ATTRIB];
213
      double tex2 = attribs2[VERT2_ATTRIBS*(currentVert-3) + TEX_ATTRIB];
214 214

  
215 215
      // if the triangle is not degenerate and last vertex was on the western hemisphere
216 216
      if( tex1!=tex2 && tex1>0.5 )
217 217
        {
218
        attribs[VERT_ATTRIBS*(currentVert-1) + TEX_ATTRIB] = 1.0f;
218
        attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB] = 1.0f;
219 219
        }
220 220
      }
221 221
    }
222 222

  
223 223
///////////////////////////////////////////////////////////////////////////////////////////////////
224 224

  
225
  private void buildFace(float[] attribs, int level, int face, double lonV1, double lonV2, double latV12, double latV3)
225
  private void buildFace(float[] attribs1, float[] attribs2, int level, int face, double lonV1, double lonV2, double latV12, double latV3)
226 226
    {
227 227
    for(int row=0; row<level; row++)
228 228
      {
229 229
      for (int column=0; column<level-row; column++)
230 230
        {
231
        addVertex(attribs, column, row  , level, lonV1, lonV2, latV12, latV3);
232
        if (column==0 && !(face==0 && row==0 ) ) repeatVertex(attribs);
233
        addVertex(attribs, column, row+1, level, lonV1, lonV2, latV12, latV3);
231
        addVertex(attribs1, attribs2, column, row  , level, lonV1, lonV2, latV12, latV3);
232
        if (column==0 && !(face==0 && row==0 ) ) repeatVertex(attribs1, attribs2);
233
        addVertex(attribs1, attribs2, column, row+1, level, lonV1, lonV2, latV12, latV3);
234 234
        }
235 235

  
236
      addVertex(attribs, level-row, row , level, lonV1, lonV2, latV12, latV3);
237
      if( row!=level-1 || face!=NUMFACES-1 ) repeatVertex(attribs);
236
      addVertex(attribs1, attribs2, level-row, row , level, lonV1, lonV2, latV12, latV3);
237
      if( row!=level-1 || face!=NUMFACES-1 ) repeatVertex(attribs1, attribs2);
238 238
      }
239 239
    }
240 240

  
......
254 254
  public MeshSphere(int level)
255 255
    {
256 256
    super();
257

  
257 258
    computeNumberOfVertices(level);
258
    float[] attribs= new float[VERT_ATTRIBS*numVertices];
259
    float[] attribs1= new float[VERT1_ATTRIBS*numVertices];
260
    float[] attribs2= new float[VERT2_ATTRIBS*numVertices];
259 261

  
260 262
    for(int face=0; face<NUMFACES; face++ )
261 263
      {
262
      buildFace(attribs, level, face, FACES[face][0], FACES[face][1], FACES[face][2], FACES[face][3]);
264
      buildFace(attribs1, attribs2, level, face, FACES[face][0], FACES[face][1], FACES[face][2], FACES[face][3]);
263 265
      }
264 266

  
265 267
    if( currentVert!=numVertices )
266 268
      android.util.Log.d("MeshSphere", "currentVert= " +currentVert+" numVertices="+numVertices );
267 269

  
268
    setAttribs(attribs);
270
    setAttribs(attribs1, attribs2);
269 271
    }
270 272

  
271 273
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/mesh/MeshTriangles.java
30 30

  
31 31
///////////////////////////////////////////////////////////////////////////////////////////////////
32 32

  
33
  private int addVertex(int vertex, float x, float y, float[] attribs)
33
  private int addVertex(int vertex, float x, float y, float[] attribs1, float[] attribs2)
34 34
     {
35 35
     remainingVert--;
36 36

  
37
     attribs[VERT_ATTRIBS*vertex + POS_ATTRIB  ] = x-0.5f;
38
     attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+1] = y-0.5f;
39
     attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f;
37
     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB  ] = x-0.5f;
38
     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = y-0.5f;
39
     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f;
40 40

  
41
     attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB  ] = 0.0f;
42
     attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f;
43
     attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f;
41
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB  ] = 0.0f;
42
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f;
43
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f;
44 44

  
45
     attribs[VERT_ATTRIBS*vertex + INF_ATTRIB  ] = (x-0.5f);
46
     attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+1] = (y-0.5f);
47
     attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
45
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB  ] = (x-0.5f);
46
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+1] = (y-0.5f);
47
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
48 48

  
49
     attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
50
     attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB+1] = y;
49
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
50
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y;
51 51

  
52 52
     return vertex+1;
53 53
     }
......
62 62

  
63 63
///////////////////////////////////////////////////////////////////////////////////////////////////
64 64

  
65
  private int buildRow(int vertex,float sx, float sy, int length, float dx, float dy, float[] attribs)
65
  private int buildRow(int vertex,float sx, float sy, int length, float dx, float dy, float[] attribs1, float[] attribs2)
66 66
    {
67 67
    for(int i=0; i<length; i++)
68 68
      {
69
      vertex = addVertex(vertex, sx   , sy   , attribs);
70
      vertex = addVertex(vertex, sx+dx, sy+dy, attribs);
69
      vertex = addVertex(vertex, sx   , sy   , attribs1, attribs2);
70
      vertex = addVertex(vertex, sx+dx, sy+dy, attribs1, attribs2);
71 71
      sx += 2*dx;
72 72
      }
73 73

  
74
    vertex = addVertex(vertex, sx, sy, attribs);
74
    vertex = addVertex(vertex, sx, sy, attribs1, attribs2);
75 75

  
76 76
    return vertex;
77 77
    }
78 78

  
79 79
///////////////////////////////////////////////////////////////////////////////////////////////////
80 80

  
81
  private void buildGrid(float[] attribs, int level)
81
  private void buildGrid(float[] attribs1, float[] attribs2, int level)
82 82
     {
83 83
     float sx = 0.0f;
84 84
     float sy = 0.0f;
......
88 88

  
89 89
     for(int row=level; row>=1; row--)
90 90
       {
91
       vertex = buildRow(vertex,sx,sy,row,dx,dy,attribs);
91
       vertex = buildRow(vertex,sx,sy,row,dx,dy,attribs1,attribs2);
92 92

  
93 93
       sx += 2*dx*(row-0.5f);
94 94
       sy += dy;
......
111 111

  
112 112
     computeNumberOfVertices(level);
113 113

  
114
     float[] attribs= new float[VERT_ATTRIBS*numVertices];
115
     buildGrid(attribs,level);
114
     float[] attribs1= new float[VERT1_ATTRIBS*numVertices];
115
     float[] attribs2= new float[VERT2_ATTRIBS*numVertices];
116

  
117
     buildGrid(attribs1, attribs2, level);
116 118

  
117 119
     if( remainingVert!=0 )
118 120
       android.util.Log.d("MeshTriangles", "remainingVert " +remainingVert );
119 121

  
120
     setAttribs(attribs);
122
     setAttribs(attribs1, attribs2);
121 123
     }
122 124

  
123 125
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/res/raw/main_vertex_shader.glsl
28 28

  
29 29
out vec3 v_Position;                 //
30 30
out vec3 v_endPosition;              // for Transform Feedback only
31

  
32
#ifdef PREAPPLY
33
out vec3 v_Inflate;                  // Transform Feedback for preapply effects
34
#endif
35

  
31 36
out vec3 v_Normal;                   //
32 37
out vec2 v_TexCoordinate;            //
33 38

  
......
95 100
  vec3 v = a_Position + u_Inflate*a_Inflate;
96 101
  vec3 n = a_Normal;
97 102

  
103
#ifdef PREAPPLY
104
  vec3 inf = a_Inflate;
105
#endif
106

  
98 107
#if NUM_VERTEX>0
99 108
  int effect=0;
100 109

  
......
110 119

  
111 120
#ifdef PREAPPLY
112 121
  v_endPosition   = n;
122
  v_Inflate       = inf;
113 123
#else
114 124
  v_endPosition   = v + 0.5*n;
115 125
#endif

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