use debugview switch to enable depth test shader
This commit is contained in:
parent
2148e7564c
commit
dcb6e11ee8
@ -609,7 +609,7 @@ public class GLRenderer implements GLSurfaceView.Renderer {
|
|||||||
|
|
||||||
private boolean mNewSurface;
|
private boolean mNewSurface;
|
||||||
|
|
||||||
private static final boolean debugView = false;
|
public static final boolean debugView = false;
|
||||||
|
|
||||||
void clearBuffer() {
|
void clearBuffer() {
|
||||||
mNewSurface = true;
|
mNewSurface = true;
|
||||||
|
@ -69,11 +69,13 @@ public final class PolygonRenderer {
|
|||||||
static boolean init() {
|
static boolean init() {
|
||||||
|
|
||||||
// Set up the program for rendering polygons
|
// Set up the program for rendering polygons
|
||||||
// polygonProgram = GlUtils.createProgram(polygonVertexShaderZ,
|
if (GLRenderer.debugView) {
|
||||||
// polygonFragmentShaderZ);
|
polygonProgram = GlUtils.createProgram(polygonVertexShaderZ,
|
||||||
polygonProgram = GlUtils.createProgram(polygonVertexShader,
|
polygonFragmentShaderZ);
|
||||||
polygonFragmentShader);
|
} else {
|
||||||
|
polygonProgram = GlUtils.createProgram(polygonVertexShader,
|
||||||
|
polygonFragmentShader);
|
||||||
|
}
|
||||||
if (polygonProgram == 0) {
|
if (polygonProgram == 0) {
|
||||||
// Log.e(TAG, "Could not create polygon program.");
|
// Log.e(TAG, "Could not create polygon program.");
|
||||||
return false;
|
return false;
|
||||||
@ -352,7 +354,6 @@ public final class PolygonRenderer {
|
|||||||
+ "void main() {"
|
+ "void main() {"
|
||||||
+ " gl_FragColor = u_color;"
|
+ " gl_FragColor = u_color;"
|
||||||
+ "}";
|
+ "}";
|
||||||
|
|
||||||
private final static String polygonVertexShaderZ = ""
|
private final static String polygonVertexShaderZ = ""
|
||||||
+ "precision highp float;"
|
+ "precision highp float;"
|
||||||
+ "uniform mat4 u_mvp;"
|
+ "uniform mat4 u_mvp;"
|
||||||
|
Loading…
x
Reference in New Issue
Block a user