Cleanup
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@@ -22,7 +22,7 @@ public class ExplosionComputeHandler {
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private final static Logger logger = LoggerFactory.getLogger(ExplosionComputeHandler.class);
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private final static int EXPLOSION_PARTICLES = 256;
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private final static int MAX_EXPLOSION_PARTICLES = 1000000;
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private final static int MAX_EXPLOSION_PARTICLES = 250000;
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private final Random random = new Random(System.nanoTime());
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@@ -52,7 +52,7 @@ public class ExplosionComputeHandler {
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float x = random.nextFloat() * 2f - 1f;
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float y = random.nextFloat() * 2f - 1f;
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if (newParticleCount > (MAX_EXPLOSION_PARTICLES - EXPLOSION_PARTICLES)) {
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if ((particleCount + newParticleCount) > (MAX_EXPLOSION_PARTICLES - EXPLOSION_PARTICLES)) {
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return;
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}
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@@ -108,10 +108,10 @@ public class ExplosionComputeHandler {
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gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, explHandle);
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// transfer data to VBO, this perform the copy of data from CPU -> GPU memory
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// gl.glBufferData(GL.GL_ARRAY_BUFFER, particleCount * 4 * 8, explBuffer, GL.GL_DYNAMIC_DRAW);
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gl.glBufferSubData(GL.GL_ARRAY_BUFFER, particleCount * 4 * 8, newParticleCount * 4 * 8, explBuffer);
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// Select the VBO, GPU memory data, to use for vertices
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gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0);
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gl.glBindBuffer(GL4.GL_ATOMIC_COUNTER_BUFFER, atomicHandle);
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atomicBuffer.put(0, particleCount + newParticleCount);
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@@ -119,7 +119,6 @@ public class ExplosionComputeHandler {
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// transfer data to VBO, this perform the copy of data from CPU -> GPU memory
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gl.glBufferData(GL4.GL_ATOMIC_COUNTER_BUFFER, 4, atomicBuffer, GL.GL_DYNAMIC_DRAW);
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gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0);
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gl.glBindBuffer(GL4.GL_ATOMIC_COUNTER_BUFFER, 0);
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newParticleCount = 0;
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