Revision f953bee0
Added by Leszek Koltunski almost 5 years ago
src/main/java/org/distorted/library/effect/VertexEffectWave.java | ||
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// |
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// and then obviously the normal N is given by N= SX x SY . |
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// |
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// We still need to remember the note from the distort function about adding up normals: |
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// We still need to remember the note from the distort function dialog_about adding up normals:
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// we first need to 'normalize' the normals to make their third components equal, and then we |
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// simply add up the first and the second component while leaving the third unchanged. |
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// |
... | ... | |
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// - includes vector V |
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// - crosses plane XY along line parallel to X axis |
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// c) apply the 2D analogon and notice that the tangent vector to the curve that is the common part of P |
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// and our surface (I am talking about the tangent vector which belongs to P) is given by |
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// and our surface (I am talking dialog_about the tangent vector which belongs to P) is given by
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// (1+cosX*fx,0,sinX*fx) rotated by angle (90-|Y|) (where angles X,Y are defined above) along vector (1,0,0). |
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// |
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// Matrix of rotation: |
src/main/java/org/distorted/library/effectqueue/EffectQueueMatrix.java | ||
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// return a float which describes how much larger an object must be so that it appears to be (about) |
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// return a float which describes how much larger an object must be so that it appears to be (dialog_about)
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// 'marginInPixels' pixels larger in each direction. Used in Postprocessing. |
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float magnify(float[] projection, int width, int height, float mipmap, float halfX, float halfY, float halfZ, float marginInPixels) |
src/main/java/org/distorted/library/main/DistortedLibrary.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* A singleton class used to control various global settings. |
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* A singleton class used to control various global dialog_settings.
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*/ |
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public class DistortedLibrary |
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{ |
... | ... | |
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} |
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// reading the value of the buffer on every frame would slow down rendering by |
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// about 3%; doing it only once every 5 frames affects speed by less than 1%. |
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// dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
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if( mCurrBuffer==0 ) |
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{ |
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GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]); |
src/main/java/org/distorted/library/main/DistortedNode.java | ||
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* |
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* @param oit True if we want to render more slowly, but in a way which accounts for transparency. |
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* @param initialSize Initial number of transparent fragments we expect, in screenfulls. |
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* I.e '1.0' means 'the scene we are going to render contains about 1 screen |
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* I.e '1.0' means 'the scene we are going to render contains dialog_about 1 screen
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* worth of transparent fragments'. Valid values: 0.0 < initialSize < 10.0 |
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* Even if you get this wrong, the library will detect that there are more |
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* transparent fragments than it has space for and readjust its internal buffers, |
src/main/java/org/distorted/library/main/InternalOutputSurface.java | ||
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* |
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* @param oit True if we want to render more slowly, but in a way which accounts for transparency. |
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* @param initialSize Initial number of transparent fragments we expect, in screenfuls. |
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* I.e '1.0' means 'the scene we are going to render contains about 1 screen |
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* I.e '1.0' means 'the scene we are going to render contains dialog_about 1 screen
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* worth of transparent fragments'. Valid values: 0.0 < initialSize < 10.0 |
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* Even if you get this wrong, the library will detect that there are more |
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* transparent fragments than it has space for and readjust its internal buffers, |
src/main/java/org/distorted/library/mesh/MeshSphere.java | ||
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attribs[VERT_ATTRIBS*currentVert + NOR_ATTRIB ] = 2*x;// the vertex coords, normal vector, and |
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attribs[VERT_ATTRIBS*currentVert + NOR_ATTRIB+1] = 2*y;// inflate vector have identical (x,y,z). |
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attribs[VERT_ATTRIBS*currentVert + NOR_ATTRIB+2] = 2*z;// |
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// TODO: think about some more efficient |
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// TODO: think dialog_about some more efficient
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attribs[VERT_ATTRIBS*currentVert + INF_ATTRIB ] = x; // representation. |
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attribs[VERT_ATTRIBS*currentVert + INF_ATTRIB+1] = y; // |
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attribs[VERT_ATTRIBS*currentVert + INF_ATTRIB+2] = z; // |
Also available in: Unified diff
Making the Dialogs more consistent.