use inverted MeshLayer debug colors

This commit is contained in:
Hannes Janetzek 2014-04-27 21:49:47 +02:00
parent 37ffdadf1a
commit b509e3c8d1

View File

@ -29,6 +29,7 @@ import org.oscim.renderer.GLUtils;
import org.oscim.renderer.GLViewport;
import org.oscim.renderer.MapRenderer;
import org.oscim.theme.styles.AreaStyle;
import org.oscim.utils.ColorUtil;
import org.oscim.utils.Tessellator;
import org.oscim.utils.pool.Inlist;
import org.slf4j.Logger;
@ -36,7 +37,7 @@ import org.slf4j.LoggerFactory;
public class MeshLayer extends RenderElement {
static final Logger log = LoggerFactory.getLogger(MeshLayer.class);
static final boolean dbg = false;
static final boolean dbgRender = false;
BufferObject indicesVbo;
int numIndices;
@ -164,8 +165,8 @@ public class MeshLayer extends RenderElement {
GL.glDrawElements(GL20.GL_TRIANGLES, ml.numIndices,
GL20.GL_UNSIGNED_SHORT, 0);
if (dbg) {
GLUtils.setColor(s.uColor, Color.GRAY, 0.4f);
if (dbgRender) {
GLUtils.setColor(s.uColor, ColorUtil.shiftHue(ml.area.color, 0.5), 0.8f);
GL.glDrawElements(GL20.GL_LINES, ml.numIndices,
GL20.GL_UNSIGNED_SHORT, 0);
}