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From 07/29/2016 to 08/27/2016
08/24/2016
- 09:31 PM Revision 9f5eba09 (examples): Correct an important bug in the vertex shader.
- b = 1/a if a!=0, 1 otherwise was incorrectly computed as b = 1.0 / (a+1.0-sign(a)). This, when 0<a<2^-24, suffers fro...
- 09:31 PM Revision 20af7b69 (library): Correct an important bug in the vertex shader.
- b = 1/a if a!=0, 1 otherwise was incorrectly computed as b = 1.0 / (a+1.0-sign(a)). This, when 0<a<2^-24, suffers fro...
08/22/2016
- 11:15 AM Revision 889a962e (examples): Fixes for fragment effects in Effects3D.
- 11:15 AM Revision e4878781 (library): Fixes for fragment effects in Effects3D.
08/21/2016
- 08:22 PM Revision 47833473 (examples): Slight improvement for Effects3D
- 07:54 PM Revision 76a81b6a (examples): Combine Fragment3D and Vertex3D apps into one.
08/12/2016
- 11:22 AM Bug #23 (Closed): FOV is a static global variable
- mFOV in Distorted class is a static global variable, which mean that is we set it from one app, exit it and go to ano...
08/11/2016
- 10:43 PM Bug #17 (Closed): Regions of Fragment Effects migrate
- Fixed by commit:library|77fcb24d.
- 10:41 PM Revision 77fcb24d (library): Fix for Bug #17: Regions of Fragment Effects migrate.
- Fix is: don't send vertex position and the Fragment Effect region to the fragment shader already multiplied by the Mo...
08/09/2016
- 02:29 PM Bug #17 (In Progress): Regions of Fragment Effects migrate
- 02:22 PM Revision 63fc1eaf (examples): Remove the MACROBLOCK Effect altogether.
- 02:22 PM Revision 42e08626 (library): Remove the MACROBLOCK Effect altogether.
- 02:12 PM Revision 66466936 (examples): Fix the 'Fragment3D' app
- 02:07 PM Revision 70d7a31f (examples): Fix the 'FBO' app
- 02:04 PM Revision bdfec906 (examples): Fix the 'Effects2D' app
- 01:57 PM Revision c1ca7c3d (examples): Fix the 'Different Effects' app
- 01:52 PM Revision 4348b52e (examples): Fix the 'Moving Effects' app
- 01:44 PM Revision f26ab2fd (examples): Fix the 'Macroblock' app.
- 12:11 PM Revision 985ea9c5 (library): Finally fix the 'when rendering though an FBO, the other side of triangles is visible'
- 12:11 PM Revision 8ff32d4d (examples): Finally fix the 'when rendering though an FBO, the other side of triangles is visible'
08/07/2016
- 10:50 PM Revision 3c28857f (examples): Fix the 1x1 case! Before it used to be impossible to create a DistortedBitmap just with 2 triangles!
- 10:50 PM Revision 79f172ab (library): Fix the 1x1 case! Before it used to be impossible to create a DistortedBitmap just with 2 triangles!
- 09:32 PM Revision c5b1451b (library): Remove the 'invert' option from DistortedProjection - this was making the DistortedNode-based apps not show the Objects, because the winding of triangles was wrong.
- Now however the DistortedNode based stuff is inverted top-down :)
08/02/2016
- 11:48 PM Revision 29dd01c6 (library): Further simplify and speed up the DistortedCubes target.
- 11:42 PM Revision e5d9b235 (library): Further simplify and speed up the DistortedCubes target.
- 11:21 PM Revision 15873844 (library): Simplify and spped up the DistortedCubes target.
- 11:09 PM Revision adb2661c (library): Correctly tesselate the DistortedBitmap target!
07/31/2016
- 02:16 PM Bug #22 (Closed): Arrangement of triangles causes unpleasant 'steps' along the NW-SE line
- Commit commit:library|84ee2a6a fixes this.
- 02:13 PM Revision 84ee2a6a (library): Advanced tesselation of DistortedCubes should be done! This fixes Bug #22
07/30/2016
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