Introduce 3 types of Surfaces: System, Tree, User
Fix OutputSurface.resize(): before it couldn't be called mid-render.
A lot of different fixes.
A lot of issues still there:
1) if we only render part of the tree, tree isomorphism will sometimes not work correctly2) when we change Effects that are inside Trees mid-render, even if we detach() the affected parts of the Tree first, for the last frame the new Effects will be used...
New, cleaner way to create/destroy DistortedSurfaces.
Serious regression in StarWars (crashes!). Looks like the Node's internal FBO is being deleted and not re-created in time.
Preparation for change of the render API.
Simplify yesterday's refactoring.
Major: change of API.
Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.
Fix the MultiBlur regression
progress with DistortedRenderable.
This introduces a regression with MultiBlur!
progress with DistortedRenderable
Introduce DistortedRenderable, a base class for Texture and Framebuffer
Minor
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 all the 'grid' variables to 'mesh'.
Rename Grid to Mesh
Simplify DistortedTexture.
Minor.
New DistortedProgram class.
Javadoc
Change of names.
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.
Minor improvements in DistortedTexture.
Beginnings of split of DistortedObject into two separate classes: DistortedEffectQueues and DistortedTexture.
Still does not compile, but pushing already.