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From 07/28/2020 to 08/26/2020

08/26/2020

11:29 PM Feature #15 (Closed): Order Independent Transparency
PowerVR kept in a separate issue, Mali also - closing this. Leszek Koltunski
11:28 PM Bug #60 (In Progress): Problems with GLOW efffect
Leszek Koltunski
11:25 PM Bug #60: Problems with GLOW efffect
This must be a problem introduced recently, as moving back to Library and Cube from 08/11/2020 fixes it. Leszek Koltunski
10:15 PM Bug #60 (Closed): Problems with GLOW efffect
On a Samsung Galaxy Note 10+ - equipped with Android 10, a Mali G76-MP12 and driver r19p0 - the 'GLOW' effect doesn't... Leszek Koltunski
10:07 PM Bug #58 (Closed): Remove the Inflate vectors
Leszek Koltunski
10:02 PM Bug #58 (Resolved): Remove the Inflate vectors
Leszek Koltunski
10:02 PM Bug #58 (In Progress): Remove the Inflate vectors
Leszek Koltunski
09:59 PM Bug #58 (Resolved): Remove the Inflate vectors
Long list of commits ending with commit:7a9edb92 replace the inflate vectors witth per-component centers. Leszek Koltunski
05:14 PM Revision 480b827b (examples): MeshFile app: add a texture for the Dino mesh.
Leszek Koltunski
03:36 PM Revision 9f9924f8 (library): Remove the 'binding' parameter from the UBO in the vertex shader - this is not part of OpenGL ES 3.0, only introduced in 3.1, and we want to be compatible with 3.0.
Now we need to dynamically detect the UBO index and form a BlockBinding ourselves. Leszek Koltunski

08/25/2020

12:24 AM Revision 38b31baa (examples): Add component centers to dmesh version 2.
Leszek Koltunski
12:24 AM Revision 7a9edb92 (library): Add component centers to dmesh version 2.
Leszek Koltunski
05:48 PM Revision 45d530fc (library): Update all the dmeshes to versions 2. Add the Dino dmesh.
Leszek Koltunski
05:48 PM Revision 81c7daef (examples): Update all the dmeshes to versions 2. Add the Dino dmesh.
Leszek Koltunski
04:39 PM Revision a2878a67 (library): Remove the 'inflate' vertex attributs from the Mesh and file format, and replace that with a per-component 'inflate centers' (which are as of yet untested)
Leszek Koltunski

08/23/2020

11:35 PM Feature #26: Use SSBO for storing effect arrays
Next commits (done 2020-08-19 till 2020-08-23) introduce changes that permit easy introduction of an UBO (or an SSBO)... Leszek Koltunski
11:29 PM Revision 9becf30e (library): Speedup: remember the mesh associations of VertexEffects only once, when they actually change, and not every time we compute() a VertexQueue.
Leszek Koltunski
12:00 PM Revision 24804c15 (library): Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.
The point: ivec4s are always packed tightly in UBOs (which is going to be the next step) Leszek Koltunski
11:25 AM Revision 41b3ada0 (library): Simplify AssociationUniformBlock
Leszek Koltunski

08/21/2020

11:28 AM Revision a81e5cf7 (library): Bugfix.
Leszek Koltunski
11:27 AM Revision 6b234228 (library): Merge branch 'effects-ubo'
# Conflicts:
# src/main/java/org/distorted/library/mesh/AssociationUniformBlock.java
Leszek Koltunski
10:52 AM Revision 35e7d841 (library): Bugfix.
Leszek Koltunski
10:38 AM Revision 53873b84 (library): Bugfix.
Leszek Koltunski

08/20/2020

12:05 AM Revision b187afac (library): Bugfixes.
Leszek Koltunski
11:29 PM Revision 96e3b88a (library): Introducing UBO to Effect Queues: step 1.
Leszek Koltunski

08/19/2020

08:06 PM Revision 97755c02 (library): Move the 'effect association' part of MeshBase to a separate class.
Leszek Koltunski
02:57 PM Feature #26 (In Progress): Use SSBO for storing effect arrays
First step done: commit commit:0bd9f644 introduces an UBO that encapsulates the Effect Associations in the Mesh.
N...
Leszek Koltunski
01:31 PM Revision 0bd9f644 (library): Introduce an UBO to the vertex shader holding info about mesh effect associations.
Leszek Koltunski

08/14/2020

01:46 PM Revision 01c4332c (examples): Progress with the MeshFile app: new icon
Leszek Koltunski
12:10 PM Revision 8aece7f2 (examples): Progress with the MeshFile app.
Leszek Koltunski

08/13/2020

10:40 PM Revision 39b925d5 (examples): Progress with the MeshFile app: disappear works now.
Leszek Koltunski
10:00 PM Revision 7198e5c9 (examples): Progress with the MeshFile app.
Leszek Koltunski
10:00 PM Revision 524e4fe7 (library): Progress with the MeshFile app.
Leszek Koltunski
02:00 PM Revision 16b336db (examples): Add a 'Scale' seekBar to the MeshFile app.
Leszek Koltunski
01:35 PM Revision 8bf89617 (examples): New effect VertexEffectDisappear
Leszek Koltunski
01:35 PM Revision f0d1f003 (library): New effect VertexEffectDisappear
Leszek Koltunski

08/12/2020

09:53 AM Revision fdb60725 (library): Correct an issue shown by Crashlytics: sometimes it would crash in the library in InternalOutputSurface.setAsOutput() when trying to 'read from null array' mFBOH[].
Leszek Koltunski

08/11/2020

10:52 PM Revision c9b0d31e (examples): We have the new Object - the Dino - so up the version to 1.4.0.
Leszek Koltunski
08:33 PM Revision a5ef195e (examples): Add the Dino dmesh file.
Leszek Koltunski

08/06/2020

11:50 PM Revision 62c869ad (library): Fix normals in case of MatrixEffectScale / Shear.
Fix displaying the normal vector. Leszek Koltunski

08/02/2020

10:41 PM Revision be42e989 (library): Fix modifications of normals in VertexEffectScale and VertexEffectShear.
Leszek Koltunski

08/01/2020

09:37 PM Revision 9f28e9b6 (library): Progress with the Dino.
Leszek Koltunski

07/30/2020

03:18 PM Revision c1fa9e3c (library): When blurring or glowing, we need to CLAMP_TO_EDGE the texture - otherwise part of the blur or glow could appear on the other end of the texture.
Leszek Koltunski
10:38 AM Revision bf2e8f97 (examples): Improve the Blur App to catch the bug where a small part of the Blur (and Glow) halo gets displayed on the other edge of the surface.
Leszek Koltunski
10:38 AM Revision 4db11f0c (library): Improve the Blur App to catch the bug where a small part of the Blur (and Glow) halo gets displayed on the other edge of the surface.
Leszek Koltunski

07/28/2020

11:14 PM Revision 5fa528a6 (library): Correct Inflate vectors in Triangles mesh
Leszek Koltunski
10:46 PM Revision aa6e92f2 (library): Improve debugging in DistortedScreen
Leszek Koltunski
 

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