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From 08/16/2020 to 09/14/2020

09/14/2020

10:30 PM Revision 1beffb69 (examples): Procedural Skewb cubits and the Skewb mesh for MeshFile.
Leszek Koltunski
10:10 AM Revision 8b082b9f (library): Comment.
Leszek Koltunski

09/12/2020

12:35 AM Revision 45b08c37 (library): Minor.
Leszek Koltunski

09/10/2020

03:18 PM Revision df7b70a0 (examples): New Pyraminx meshes.
Leszek Koltunski
02:04 PM Revision e75d1866 (examples): Minor.
Leszek Koltunski
02:03 PM Revision 6991ece5 (examples): Add possibility to display also a procedurally created Mesh in MeshFile.
Leszek Koltunski

09/09/2020

12:53 PM Revision db18f8ce (examples): New TwistyObjects meshes.
Leszek Koltunski

09/08/2020

06:03 PM Revision d456b075 (library): Add an extra option to MeshPolygon: making triangles located around the vertices of the polygon smaller.
Leszek Koltunski

08/29/2020

01:25 PM Revision eeb5d115 (library): Progress with MeshPolygon.
Leszek Koltunski

08/28/2020

02:56 PM Revision ac6a08e7 (library): Progress with MeshPolygon.
Leszek Koltunski

08/27/2020

12:37 AM Revision b948df7a (library): Rename Meshes.
Leszek Koltunski
12:37 AM Revision f2085b96 (examples): Rename Meshes.
Leszek Koltunski
12:36 AM Revision 808ef3aa (library): First attempt at new mesh - Polygon. Unfinished (normal vector!), untested
Leszek Koltunski
12:55 PM Bug #60 (Closed): Problems with GLOW efffect
Solved without modifying the library.
Now the applications, if the want to GLOW a flat object, first need to set ...
Leszek Koltunski
12:51 PM Revision 57a3f798 (examples): Fix: nwo we need to explicitly set mesh center to negative Z if we want to GLOW a flat object.
Leszek Koltunski

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
 

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