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Revision f81ebc3f

Added by Leszek Koltunski almost 7 years ago

Javadoc.

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src/main/java/org/distorted/library/effect/VertexEffectWave.java
196 196
 *               describe the 'direction' of the wave.
197 197
 *               <p>
198 198
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
199
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
200
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
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 *               need 2 floats: thus the fourth member is the angle Alpha (in degrees) which the vector
200
 *               forms with the XY-plane, and the fifth is the angle Beta (again in degrees) which
201 201
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
202 202
 *               <p>
203 203
 *               <p>
src/main/java/org/distorted/library/program/DistortedProgram.java
34 34
  {
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  private String mAttributeStr, mUniformStr, mUniList;
36 36
  private int mAttributeLen, mUniformLen;
37

  
38 37
  private int mProgramHandle;
39 38
  private int mNumAttributes;
40 39
  private int mNumUniforms;
......
42 41
  private String[] mUniformName;
43 42

  
44 43
/**
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 * List of Attributes (on OpenGL ES 3.0: 'in' variables) in the same order as declared in the shader source.
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 * List of Attributes (OpenGL ES 3.0: 'in' variables), in the same order as declared in the shader source.
46 45
 */
47 46
  public final int[] mAttribute;
48 47
/**
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 * List of Uniforms in the same order as declared in the shader source.
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 * List of Uniforms, in the same order as declared in the shader source.
50 49
 */
51 50
  public final int[] mUniform;
52 51

  

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