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Revision f6fb3c6d

Added by Leszek Koltunski over 7 years ago

New DistortedRenderTarget - preparation for being able to render to any FBO (screen, offscreen pixmaps)

View differences:

src/main/java/org/distorted/library/Distorted.java
317 317
  public static void onSurfaceCreated(final Context context) throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
318 318
    { 
319 319
    mInitialized = true;  
320
     
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// String ver;  
322
    
320

  
323 321
    final String vertexShader   = Distorted.getVertexShader(context);
324 322
    final String fragmentShader = Distorted.getFragmentShader(context);
325
/*
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    ver = GLES20.glGetString(GLES20.GL_SHADING_LANGUAGE_VERSION);    
327
    Log.d(TAG, "GLSL version: "+(ver==null ? "null" : ver) );
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    ver = GLES20.glGetString(GLES20.GL_VERSION);   
329
    Log.d(TAG, "GL version: "+(ver==null ? "null" : ver) );
330
    ver = GLES20.glGetString(GLES20.GL_VENDOR);    
331
    Log.d(TAG, "GL vendor: "+(ver==null ? "null" : ver) );
332
    ver = GLES20.glGetString(GLES20.GL_RENDERER);  
333
    Log.d(TAG, "GL renderer: "+(ver==null ? "null" : ver) );
334
*/
335
    //ver = GLES20.glGetString(GLES20.GL_EXTENSIONS);    
336
    //Log.d(TAG, "GL extensions: "+(ver==null ? "null" : ver) );
337
    
323

  
338 324
    sanitizeMaxValues();
339 325
    
340 326
    final int vertexShaderHandle   = compileShader(GLES20.GL_VERTEX_SHADER  , vertexShader  );     

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