Activity
From 03/14/2017 to 04/12/2017
04/12/2017
- 11:55 PM Revision 13687207 (library): Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.
- This partly breaks Multiblur (to be debugged)
- 11:55 PM Revision 895d2f4f (examples): Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.
- This partly breaks Multiblur (to be debugged)
04/11/2017
- 01:23 PM Revision e137d4f5 (library): Minor.
04/10/2017
04/04/2017
- 03:00 PM Revision 603ed5d0 (examples): Remove debug prints.
- 02:57 PM Revision 8baa1fe6 (library): When detaching Nodes, do make sure we also cancel any ATTACH jobs that might be pending.
04/03/2017
- 11:02 PM Revision c90f5dbb (examples): Improve Olimpic part 2 (still buggy!)
- 10:39 PM Revision 411fca0c (examples): Improve Olimpic (still buggy!)
- 10:16 PM Revision 643844c9 (examples): Improve Around the World.
- 09:51 PM Revision 02ab6f9d (library): Minor.
- 09:50 PM Revision b5636dbf (examples): Improve Dynamic and FBO apps.
- 05:14 PM Revision baeda47e (examples): Improve Deform.
- 03:46 PM Revision 18174881 (examples): Improve Projection.
- 03:46 PM Revision 8069e806 (library): Improve Projection.
03/31/2017
- 09:30 PM Revision 0a4361b5 (library): Bugfix - POSTPROCESSING FBOs weren't properly released!
- 08:33 PM Revision dea953f4 (examples): Improvements for Multiblur.
- 03:52 PM Revision 46ab4363 (examples): 1st attempt to restore internal variables in Multiblur.
- 01:59 PM Revision febb61ba (examples): Still several problems, but the core of Multiblur works now.
- 12:11 PM Revision fc6f1299 (examples): Improve the Multiblur app. Things seem to work now!
- 11:52 AM Revision ed5bf324 (library): Merging blurred surfaces mostly ok now (blurred image still appears a bit shifted down for some reason)
03/30/2017
- 01:49 PM Revision 3e673c74 (examples): Enrich the Multiblur app.
- 11:07 AM Revision a93931da (library): Bugfix (samplers need to be sent to shaders as INTEGER Uniform
03/29/2017
- 12:55 PM Revision 1cbf4103 (library): Simplify shaders.
- 12:41 PM Revision 6f3a9b2a (examples): 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.
- 12:41 PM Revision 30beb34f (library): 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.
- 11:05 AM Revision 94f6d472 (library): Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.
03/28/2017
- 12:26 PM Revision f2367b75 (library): Upgrade from GLSL 1.00 to GLSL 3.00 ES
- Introduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)
03/16/2017
03/15/2017
- 11:01 PM Revision 653d09dc (examples): as clearing Depth has been fixed in 580f7d10, we can now use this API in the 'FBO' app.
- 10:56 PM Revision 855ba24e (examples): New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.
- 10:56 PM Revision a9f41fa3 (library): New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.
03/14/2017
- 11:49 PM Revision 95c441a2 (library): Progress with Multiblur.
- This introduces some regressions with transparency (see: 'Different Bitmaps' and 'Around the world' )
- 04:54 PM Revision 3e95b421 (library): Minor.
- 04:51 PM Revision 580f7d10 (library): Bugfix: we need to have DepthMask and ColorMask both fully on when clearing the FBO in Nodes!
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