Fully move the Meshes to their own package.
Move all the knowledge about Vertex and Fragment effects to their respective classes.
Change of API: move setting the EGL context back to the APP.
Fix 'Olimpic' APP. Now 29 out of 31 APPs work.
Further progress with Apps: 21 (out of 30) compile now.
Progress with support for Effect classes.
Simplify setting up DistortedScreen.
Revert "Convert a few more APPs to the new resolution-independent Matrix Effects."
This reverts commit 51554e4700774b72e18e97c7cc72ef887dfbf551.
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...
Remove debug prints.
Improve Olimpic part 2 (still buggy!)
Improve Olimpic (still buggy!)
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.
Now there's a single place one can have a look at all the Meshes being rendered to a OutputSurface: OutputSurface.renderChildren().This will need to get modified for per-object post-processing.
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.
A Lot of fixes for the issues uncovered by Olimpic.
Still at least 1 known issue: sometimes, when we re-add a Surface, some garbage pops up on the screen for a brief split second. Visible in Olimpic.
a few lame fixes for the issues uncovered by Olimpic but it is still wrong
Further improve Olimpic. This seems to expose some Node bugs.
Improve Olimpic.
- workaround for the issue with flashing in StarWars- return number of objects rendered from OutputSurface.render() and use this in Olympic- rework tree isomorphism so that it now works even if we don't render the whole tree (and also we don't have to reset() the Tree anymore!)...
Change the the render() API!
THis introduces some regressions with the Effects3D app.
Preparation for change of the render API.
Minor
Major: change of API.
Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.
Introduce Renderable to the Tree.
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!)
Rename Grid to Mesh
New DistortedProgram class.
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.
Major restructuring with DistortedTexture. One now is able to create Textures anywhere, even from a thread which does not hold the OpenGL context. Same for DistortedFramebuffers.
Hide the 'depth' of a DistortedTexture inside the library, so users do not get exposed to this weirdness.
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.
Major change in API: separate the GRID from DistortedObject; completely remove classes derived from DistortedObject.
1. (hopefully) finish the 'Save' app (now we can adjust the size of the resulting file)2. Fix one long-standing bug in almost every single app.
Simplify SurfaceViews
Minor stuff
Tidy up 'Olympic'
Improvements to the Dynamic app.
Finally fix the 'when rendering though an FBO, the other side of triangles is visible'
new icon.
some improvements for the way we test DistortedObjects.
- Javadoc for EffectNames- make Matrix effects consistent with the rest (center of effect as last parameter!)- bugfix for yesterday's bugfix (we only want to send 'EFFECT_REMOVED' messages if it was really the Application that called 'abortAll' and not when we are cleaning up everything)
Further reduce the distortedObject's API - now only 26 methods, 1/4 of the 104 before the reorganization.
Major push towards simplifying DistortedObject's public API.All Fragment effects are using the new API - the 'DataND' marker interfaces.
Major push towards simplifying DistortedObject's public API.All MATRIX effects are using the new API - the 'DataND' marker interfaces.
move data types, like FlatND and InterpolatorND, to a separate package.
Add License
Improve aborting Effects.
Introduce ENUM EffectTypes
Beginnings of support for PostShader effects (SavePNG, SaveMP4)
Provide support to add any class derived from DistortedObject to DistortedNode.
Switch to sending a Context (rather than a GLSurfaceView) to the library.
Initial commit