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From 08/04/2016 to 09/02/2016

08/31/2016

10:39 PM Revision 9ea4f88f (library): Better normals in DISTORT
Leszek Koltunski

08/30/2016

04:55 PM Revision 815869cb (library): Vertex positions fully 3D now. Remaining: normals!
Leszek Koltunski
04:29 PM Revision f4e44230 (examples): Preparation to make the WAVE effect fully 3D
Leszek Koltunski
04:29 PM Revision 02ef26bc (library): Preparation to make the WAVE effect fully 3D
Leszek Koltunski

08/29/2016

09:34 PM Revision 6ddda212 (library): Adjustments for EffectQueueVertex.postprocess()
Leszek Koltunski
07:20 PM Feature #3 (Closed): New Effect: wave
This is arguably not a circular wave effect, nevertheless - closing! Distorted Admin
07:19 PM Feature #3: New Effect: wave
Commit commit:library|9b82becd provides implementation of a 2D sinusoidal wave effect. Distorted Admin
06:32 PM Revision 9b82becd (library): Improvements for WAVE
Leszek Koltunski
04:51 PM Revision 30e77a6c (examples): Beginnings of the WAVE effect.
Leszek Koltunski
04:51 PM Revision 4fde55a0 (library): Beginnings of the WAVE effect.
Leszek Koltunski

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... Leszek Koltunski
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... Leszek Koltunski

08/22/2016

11:15 AM Revision 889a962e (examples): Fixes for fragment effects in Effects3D.
Leszek Koltunski
11:15 AM Revision e4878781 (library): Fixes for fragment effects in Effects3D.
Leszek Koltunski

08/21/2016

08:22 PM Revision 47833473 (examples): Slight improvement for Effects3D
Leszek Koltunski
07:54 PM Revision 76a81b6a (examples): Combine Fragment3D and Vertex3D apps into one.
Leszek Koltunski

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... Leszek Koltunski

08/11/2016

10:43 PM Bug #17 (Closed): Regions of Fragment Effects migrate
Fixed by commit:library|77fcb24d. Distorted Admin
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... Leszek Koltunski

08/09/2016

02:29 PM Bug #17 (In Progress): Regions of Fragment Effects migrate
Distorted Admin
02:22 PM Revision 63fc1eaf (examples): Remove the MACROBLOCK Effect altogether.
Leszek Koltunski
02:22 PM Revision 42e08626 (library): Remove the MACROBLOCK Effect altogether.
Leszek Koltunski
02:12 PM Revision 66466936 (examples): Fix the 'Fragment3D' app
Leszek Koltunski
02:07 PM Revision 70d7a31f (examples): Fix the 'FBO' app
Leszek Koltunski
02:04 PM Revision bdfec906 (examples): Fix the 'Effects2D' app
Leszek Koltunski
01:57 PM Revision c1ca7c3d (examples): Fix the 'Different Effects' app
Leszek Koltunski
01:52 PM Revision 4348b52e (examples): Fix the 'Moving Effects' app
Leszek Koltunski
01:44 PM Revision f26ab2fd (examples): Fix the 'Macroblock' app.
Leszek Koltunski
12:11 PM Revision 985ea9c5 (library): Finally fix the 'when rendering though an FBO, the other side of triangles is visible'
Leszek Koltunski
12:11 PM Revision 8ff32d4d (examples): Finally fix the 'when rendering though an FBO, the other side of triangles is visible'
Leszek Koltunski

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!
Leszek Koltunski
10:50 PM Revision 79f172ab (library): Fix the 1x1 case! Before it used to be impossible to create a DistortedBitmap just with 2 triangles!
Leszek Koltunski
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 :) Leszek Koltunski
 

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