Alvaro Cassinelli
/
skinGames_forktest
just a test
Fork of scoreLight_Advanced by
Diff: simpleLaserRenderer.h
- Revision:
- 16:2ff1cb2ae1b1
- Parent:
- 15:56a0bf424e8d
- Child:
- 17:356ca5690a59
--- a/simpleLaserRenderer.h Thu Apr 12 14:50:50 2012 +0000 +++ b/simpleLaserRenderer.h Fri Apr 13 07:43:09 2012 +0000 @@ -17,9 +17,13 @@ // and if the shape is regular so that this time does not change significatively - this is not the case for multiple blobs or highly deformed blobs). #define WAIT_LASER 0 // (minimum is 0) waiting time for activating the laser (if there are color changes IN BETWEEN points). Maybe needed for the green laser // WHEN THERE IS MORE THAN ONE SPOT: -#define WAIT_FIRST 4 // special waiting time for mirror positining to first point on next blob BEFORE activating laser -#define WAIT_FIRST_LASER 2 // IMPORTANT waiting time for the activation of the RED laser and LOCK-IN (also waiting time for the mirrors) -#define WAIT_LAST 2 // special waiting time for last point +#define WAIT_FIRST 20 // special waiting time for mirror positioning to first point on next blob BEFORE re-activating laser +#define WAIT_FIRST_LASER 0 // IMPORTANT waiting time for the activation of the RED laser and LOCK-IN (also waiting time for the mirrors) +#define WAIT_LAST 0 // special waiting time for last point + +// Redundant drawing for avoiding deformed saccade (note: this could be active when there is more than one blob, instead of using a #define...) +#define REDUNDANT_DRAW +#define NUM_OVERLAP_POINTS 7 enum lsdStateType {NORMAL_POINT, LAST_POINT, MOVE_NEXT_BLOB, START_POINT};