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Revision efaeb2a1

Added by Leszek Koltunski about 6 years ago

Make Matrix effects Rotate and Quaternion actually correct when it comes to the Z-axis. Also corresponding adjustments in apps.

View differences:

src/main/java/org/distorted/library/effect/MatrixEffectQuaternion.java
65 65
    float y = uniforms[NUM_UNIFORMS*index+5];
66 66
    float z = uniforms[NUM_UNIFORMS*index+6];
67 67

  
68
    Matrix.translateM(matrix, 0, x,-y, z);
68
    Matrix.translateM(matrix, 0, x,-y,-z);
69 69
    multiplyByQuat( matrix, qX, qY, qZ, qW);
70
    Matrix.translateM(matrix, 0,-x, y,-z);
70
    Matrix.translateM(matrix, 0,-x, y, z);
71 71
    }
72 72

  
73 73
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/MatrixEffectRotate.java
63 63
    float y = uniforms[NUM_UNIFORMS*index+5];
64 64
    float z = uniforms[NUM_UNIFORMS*index+6];
65 65

  
66
    Matrix.translateM(matrix, 0, x,-y, z);
66
    Matrix.translateM(matrix, 0, x,-y,-z);
67 67
    Matrix.rotateM( matrix, 0, alpha, axisX, axisY, axisZ);
68
    Matrix.translateM(matrix, 0,-x, y,-z);
68
    Matrix.translateM(matrix, 0,-x, y, z);
69 69
    }
70 70

  
71 71
///////////////////////////////////////////////////////////////////////////////////////////////////

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