Activity
From 03/11/2018 to 04/09/2018
04/09/2018
- 04:08 PM Bug #27: Blur effect: incorrect at the borders
- It's beginning to look like this simply has to work like this...
- 12:04 PM Bug #28 (Closed): Blur: looks of a blurred object depend on what's underneath
- Fixed in commit:library|9455da17
- 12:03 PM Revision 9455da17 (library): Fix for bug #28: looks of the borders of a blurred object depend on if the object is the first in the postprocessing bucket.
04/08/2018
- 10:49 PM Bug #28: Blur: looks of a blurred object depend on what's underneath
- Actually it turns out that the looks do NOT depend on what's underneath. They depend on if the object being blurred i...
- 09:20 PM Bug #28 (Closed): Blur: looks of a blurred object depend on what's underneath
- Fire up the 'Triblur' app, rotate so that the left (red) cube is partially obstructed by the middle one, and keep tog...
- 10:01 PM Feature #11: New effect: wait
- Probably not very useful. Lowering priority.
- 09:24 PM Bug #29 (Closed): Postprocessed surface incorrectly merged
- As easily demonstrated by the 'Triblur' app, when we have 2 postprocessed objects, and the one closer to us is drawn ...
- 09:17 PM Bug #27 (Closed): Blur effect: incorrect at the borders
- As demonstrated by the 'PostprocessTree' app, blurred objects get smaller and smaller when blur radius increases, ult...
- 09:12 PM Feature #26 (Closed): Use SSBO for storing effect arrays
- Currently, the arrays of floats that describe the individual effects in the main Vertex and Fragment shaders are stor...
- 09:07 PM Revision ae2802b1 (library): Postprocessing buffers mBuffer[] are now shared among all postprocessing operations. This saves a lot of memory, but also means that when doing each particular postprocessing, the textures backing up the mBuffer might be too large. We need to fix two things here: when outputting to those too large textures, we need to adjust the Viewport, and when binding those too large textures as input - we need to adjust the TexCoords to compensate.
- This commit does just that. Verified as working by the 'PostprocessTree' app.
- 08:36 PM Revision d8f9a204 (examples): 'PostprocessTree' app: enable the point: double blur.
04/06/2018
- 11:36 PM Revision fba88037 (examples): 'PostprocessTree' app: icon
- 11:28 PM Revision 0a098d35 (examples): Improve the 'PostprocessTree' app. Shows bugs in postprocessing.
- 11:28 PM Revision 79e354b0 (library): Improve the 'PostprocessTree' app. Shows bugs in postprocessing.
- 10:45 PM Revision efc280af (examples): New 'PostprocessTree' app (unfinished)
- 09:16 PM Revision 371c43ca (examples): Improve the 'Triblur' app.
- 02:31 PM Revision b0f04e72 (library): Simplify postprocessing buffers.
- 02:02 PM Revision ce154014 (library): Make the postprocessing buffers static.
- 01:28 PM Revision 61441ce2 (library): A little progress making the postprocessing buffers static.
- 12:21 PM Revision a4b182d4 (library): Introduce possibility that an OutputSurface is backed up by a larger texture than necessary and the 'cloneSize()' method.
04/05/2018
04/04/2018
- 02:55 PM Revision f1b8b412 (examples): Improve the Triblur app.
- 02:01 PM Revision e136346d (library): New 'Triblur' testapp.
- Shows that the Blur effect doesn't fully work (probably it is the 'blitWithDepth' function which needs to be corrected)
- 02:01 PM Revision 80f37d1b (examples): New 'Triblur' testapp.
- Shows that the Blur effect doesn't fully work (probably it is the 'blitWithDepth' function which needs to be corrected)
04/02/2018
- 10:15 PM Revision a5f35220 (examples): Minor.
- 10:15 PM Revision 2faad666 (library): SSBO: now we have a more-or-less correct running average of the count of transparent fragments over the last few frames.
03/29/2018
- 03:58 PM Revision df4d7edc (library): SSBO: correct various things.
- 03:58 PM Revision 4dd7ca16 (examples): Minor.
03/28/2018
- 11:36 PM Revision c14e495b (library): SSBO: zero out the per-surface transparent fragment counter only when setting the surface as output for the first time in the frame.
- 10:33 PM Revision 51a3cbab (library): SSBO: handle the fact that we might run out of space in our SSBO if we keep creating new Surfaces.
- 09:14 PM Revision 8a57da61 (library): SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.
- 08:29 PM Revision 27cd6b98 (library): SSBO: more and more works...
- 05:34 PM Revision 66ace7f5 (library): SSBO: fix problems with endianness.
- 01:58 PM Revision 2ab60f72 (library): SSBO: something is working already, although we still get the 4 bytes back from the shader in reverse order ( so '17'=0x00000011 written by the shader becomes '285212672 = 0x11000000' )
03/27/2018
- 07:56 PM Revision 12f45260 (library): First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.
- 12:51 PM Revision e6519ac8 (library): Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)
- 12:21 PM Revision 7d0ce619 (library): New Object Counter class - to count OutputSurfaces lazy way, but keep the counters small (reuse)
03/23/2018
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