Progress with the Earth app.
Make the Fragment effects truly 3D: change their 4D 'region' into a 3D 'center' (a point in 3D) and 3D 'region' (which is now a set of 3 radii defining an ellipsoid around the center)
Also corresponding changes to the applications.
Redefine the Vertex Region from (x,y,r,unused) to (x,y,z,r). This takes into account the 'Z', which makes it possible to warp only one side of a 3D Mesh like Sphere.
Also corresponding changes in applications.
Make Matrix effects Rotate and Quaternion actually correct when it comes to the Z-axis. Also corresponding adjustments in apps.
New texture showing the World (Mercator projection)
Do not let users choose a Mesh with cols or rows equal to 0.
Some fixes for Sphere; still not completely ok though.
Add support for MeshSphere (add ability to display it in the 'Effects3D' and 'Inflate' apps).Still a bit buggy!
Minor cleanups.
Make the Effects3D app a bit more user-friendly.
Bugfix: we need to remember all adjacent TABs, not just half of them to the left or right.
Rename MeshObject to MeshBase.
Fully move the Meshes to their own package.
Progress with Effects3D app - merge Matrix effects
Progress with Effects3D app.
Effects3D app: remove debugs.
Correct the way we display Normals (didn't work in case rendering was of OIT type)
More progress with Effects3D app.
Make the 2nd Effects3D activity be an AppCompat one (for Fragments - avoid using a depreciated FragmentPagerAdapter).
Split the Effects3D app into 2 activities
Some progress with Effects3D app
Overhaul of the Effects3D generic test app.
Still not perfect (the 'postprocess' tab does not work; things crash when we rotate)
Add OIT to the Effects3D app.
Minor.
Simplify Statics.
Move all the knowledge about Vertex and Fragment effects to their respective classes.
Simplify Effect classes.
Change of API: move setting the EGL context back to the APP.
Small API simplification.
Fix the final 'Vertex & Fragment Effects' APP. All APPs work now!
Progress with the last 2 APPs.
Further progress with Apps: 18 (out of 30) compile now.
Further progress with Apps.
Progress with support for Effect classes.
Progress with any depth MeshCubes.
Change of API in anticipation for MeshCubes of any depth (currently only 0 and 1 work)
Simplify setting up DistortedScreen.
Some corrections so that most apps still work on the Android emulator (OpenGL ES 2.0-based)
Use Transform Feedback to (optionally) display the Normal vectors.
Make a MeshCubes object rendered with no effects have its front wall at the screen's surface (so that when we just replace MeshFlat with MeshCubes, it looks more similar)
Revert "Convert a few more APPs to the new resolution-independent Matrix Effects."
This reverts commit 51554e4700774b72e18e97c7cc72ef887dfbf551.
Revert "Progress with the last 2 Apps: Effects3D and Wind (not done yet)"
This reverts commit 752c6b57bb227292e6c28438b955fcb892f7acc6.
Progress with the last 2 Apps: Effects3D and Wind (not done yet)
Convert a few more APPs to the new resolution-independent Matrix Effects.
Major:
1) in the Library, fix the fact that some applications (those that were creating their DistortedSurface objects outside of onSurfaceCreated or onSurfaceChanged) would not render after the activity went to background (press POWER to see that).2) in the Apps, call the new 'Distorted.onPause()' API to fix the above problem...
It now automatically chooses OpenGL ES 2.0 and GLSL 100 or OpenGL ES 3.0 and GLSL 300.
Postprocessing effects will not work on OpenGL ES 2.0 contexts.
New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.
Fixes for z-fighting.
Fix the Effects3D regression.
Some progress with fixing the efects3D regression. Not done yet.
Change the the render() API!
THis introduces some regressions with the Effects3D app.
Major: change of API.
Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.
Correct a bug in Effects3D.
Try using OpenGL ES 3.0 everywhere (but if device does not support it, try creating 2.0 context - this is important because of the emulator!)
Improvements for the 'Cubes' and 'Effects3D' apps.
rename all the 'grid' variables to 'mesh'.
Rename Grid to Mesh
New DistortedProgram class.
Fix Lint warnings, correct a lot of comments, adjust EffectListener interface.
Fix a lot of Lint warnings in the apps.
Again change of API. Now instead of the 'DistortedEffects.draw() and DistortedTree.draw()' we have 'DistortedFramebuffer.renderTo()'
Change of names.
Change in the API: we always have to create a DistortedFramebuffer to render to.
Hide the 'depth' of a DistortedTexture inside the library, so users do not get exposed to this weirdness.
Complete the split DistortedObject -> (DistortedTexture,DistortedEffectQueue)
Beginnings of split of DistortedObject into two separate classes: DistortedEffectQueues and DistortedTexture.
Still does not compile, but pushing already.
Rename various classes; fix a bug in Around the World.
More fixes for the recent API change.
Major change in API: separate the GRID from DistortedObject; completely remove classes derived from DistortedObject.
Simplify SurfaceViews
DEFORM: add support for Regions
Correct Bean
Matrix3D: implement quaternion effect
Allow more than the default number of concurrent VERTEX and FRAGMENT effects in Effects3D.
New vertex effect 'PINCH'
Make the effect Center be always 3D.
Unify Effects3D and Matrix3D (still incomplete!)
Encode more info in the EfectNames enum.
Minor stuff
Effects3D: improvements
Effects3D: can remove arbitrary effect
Progress with Effects3D
Effects3D: beginnings of support for removing arbitrary effect
Merge remote-tracking branch 'origin/master'
Minor
Slight improvement to Effects3D
Tidy up the 'Effects3D'
Make the WAVE effect 5D (extra parameter 'offset')
swap the 2nd and the 3rd parameters in the WAVE effect and improve comments for the WAVE user API.
Correct one more issue with computation of WAVE.
Preparation to make the WAVE effect fully 3D
Beginnings of the WAVE effect.
Fixes for fragment effects in Effects3D.