- new icon for the GLOW app- rename the BitmapTree app to ObjectTree
Fix the bug where the postprocessed GLOW halo of a Cube would be of different colors depending on the order of rendring of the cube sides. (one needed to switch off BLENDing while preprocessing )
Fix the bug where the postprocessed halo would not work for the first few frames of each quality level (before this commit the bug was visible in the 'GLOW' app).
Properly clean up static varaibles in the Effect classes!
Improve computation of the thickness of the postprocessing halo - should be independent of the size of underlying object now.Still it is not completely ok, it appears to depend on the ModelView matrix (use the Effects3D app to rotate the object around Z-axis to see this)
MeshCubes: Correct texturing of side walls. Everything should be correct now.
MeshCubes: Correct texturing of side walls. (still not everything is right there)
Make the Effects3D app a bit more user-friendly.
Bugfix: make the Inflate distances equal in all 3 dimensions regardless of dimensions of the Mesh. (still MeshFlat's Z dim needs to be corrected)
Bugfix for the situation when we would be BLURring an object, then we remove the BLUR and apply a GLOW, then remove the GLOW and apply BLUR again - the second BLUR would assume the color of the GLOW.
Important bugfix in MeshCubes for the Inflate vectors.
Translate the size of the Halo around postprocessed objects from 'number pixels around the object' (as held in the Effects themselves) to a float suitable for Inflating the underlying Mesh with the per-vertex Inflate vectors.
Progress with the Inflate vector in MeshCubes.
Pretty much works now - what remains is calibration.
Progress with Inflate (building block of postprocessing effects: the proper way of marking a halo around a Mesh)'Inflate' app testing the machanism. MeshFlat appears to be working, now we only need to fill up the per-vertex Inflate vector in the MeshCubes.
Minor simplifications in Mesh.
Added a new attribute to vertices of a MeshBase object: the vec3 'inflate' vector.This vector describes the direction where the vertex needs to be moved when we 'inflate' the whole mesh.If the mesh is locally smooth, this is simply the normal vector; otherwise (for example in the corners of the MeshCubes) - not....
Some simplifications in Meshes. Hide stuff inside MeshBase.
Fix the preprocess shader. This makes the 'Postprocess Tree' app look good again.
Move EffectMessageSender to the 'message' package (duh!)
Rename MeshObject to MeshBase.
Also available in: Atom