Activity
From 03/26/2017 to 04/24/2017
04/24/2017
- 10:59 PM Revision 5fecbdb9 (library): Minor.
- 10:59 PM Revision 1a231445 (examples): Minor.
- 10:53 PM Revision 19938eb7 (examples): Convert a few more APPs to the new resolution-independent Matrix Effects.
- 09:51 PM Revision 51554e47 (examples): Convert a few more APPs to the new resolution-independent Matrix Effects.
- 04:28 PM Revision d79a56d3 (examples): Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to.
- Re-write the first 15 apps to work with this.
- 04:28 PM Revision ec231614 (library): Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to.
- Re-write the first 15 apps to work with this.
04/23/2017
- 10:05 PM Revision c374e9c3 (library): Minor
04/21/2017
- 10:33 PM Revision 893e008d (library): Bugfix: create the Postprocessing buffer immediately.
- 09:50 PM Revision d3c2d1ef (examples): Minor.
- 09:46 PM Revision 629120e4 (examples): Minor.
- 02:15 PM Revision fd2db957 (library): 1) bugfix computing Gaussian BLUR kernel (for odd radii, the last offset was incorrectly computed)
- 2) introduce more advanced method of detecting BLUR halo (compute depths in a new way)
- 10:12 AM Revision 86e9b10a (examples): Minor.
- 10:04 AM Revision b7dba709 (library): Roll back the recent MIPMAP work.
04/19/2017
- 04:38 PM Revision f89f791a (library): Preliminary support for MIPMAP levels of the postprocessing buffers. (doesn't work yet)
- 10:38 AM Revision c9f953c2 (library): Node: Sort children IDs when generating their list for the Map of (List<Children IDs>,NodeData).
- This makes two internal nodes with the same children always isomorphic, no matter what is their order.
04/18/2017
- 11:07 PM Revision c126aa85 (examples): Fix PlainMonaLisa's Activity lifecycle (it wouldn't work after a POWER button press, i.e. after a brief time in the background - surfaceCreated is not called in this case)
- 04:05 PM Revision 0c303a2c (library): Release all TREE FBOs in Distorted.onPause().
- 03:07 PM Revision 59540ba2 (examples): Convert (almost) all remaining Apps to the new API which avoids memory leaks with Surfaces.
- Remaining problematic Apps: 15. FBO 16. Star Wars (both leak Tree FBOs) 22. SurfaceView (does not work at all after g...
- 02:30 PM Revision 05ecc6fe (library): Major:
- 1) in the Library, fix the fact that some applications (those that were creating their DistortedSurface objects outsi...
- 02:30 PM Revision b0ebdf5e (examples): Major:
- 1) in the Library, fix the fact that some applications (those that were creating their DistortedSurface objects outsi...
04/16/2017
- 10:25 PM Revision 28fe91ae (examples): Multiblur: add FPS
- 09:30 PM Revision 0afc143a (library): Reset EffectsPostprocess' ID back in 0 on Destroy.
- 09:23 PM Revision be60d4ff (library): Children now properly sorted into Postprocessing Buckets.
04/15/2017
- 10:58 PM Revision efe3d8fe (library): Messing around with the AttachDaemon (from now on a more generic DistortedMaster).
- In preparation for thr SORT job that will let us sort the children Nodes into postprocessing Buckets.
04/13/2017
- 09:38 PM Revision 27f42cd6 (library): Actually implement proper postprocessing Buckets.
- 09:18 PM Revision e02264ff (library): Bugfix (before we couldn't call postprocess() more than once per frame)
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)
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