Activity
From 08/23/2020 to 09/21/2020
09/19/2020
09/16/2020
09/15/2020
- 09:20 AM Revision 563d4fb5 (examples): We have new, Polygon method of rendering Object faces, and a new object - the Skewb.
- Time for 1.4.2 !
09/14/2020
- 10:30 PM Revision 1beffb69 (examples): Procedural Skewb cubits and the Skewb mesh for MeshFile.
- 10:10 AM Revision 8b082b9f (library): Comment.
09/12/2020
- 12:35 AM Revision 45b08c37 (library): Minor.
09/10/2020
- 03:18 PM Revision df7b70a0 (examples): New Pyraminx meshes.
- 02:04 PM Revision e75d1866 (examples): Minor.
- 02:03 PM Revision 6991ece5 (examples): Add possibility to display also a procedurally created Mesh in MeshFile.
09/09/2020
09/08/2020
08/29/2020
08/28/2020
08/27/2020
- 12:37 AM Revision f2085b96 (examples): Rename Meshes.
- 12:37 AM Revision b948df7a (library): Rename Meshes.
- 12:36 AM Revision 808ef3aa (library): First attempt at new mesh - Polygon. Unfinished (normal vector!), untested
- 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 ... - 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.
08/26/2020
- 11:29 PM Feature #15 (Closed): Order Independent Transparency
- PowerVR kept in a separate issue, Mali also - closing this.
- 11:28 PM Bug #60 (In Progress): Problems with GLOW efffect
- 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.
- 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...
- 10:07 PM Bug #58 (Closed): Remove the Inflate vectors
- 10:02 PM Bug #58 (Resolved): Remove the Inflate vectors
- 10:02 PM Bug #58 (In Progress): Remove the Inflate vectors
- 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.
- 05:14 PM Revision 480b827b (examples): MeshFile app: add a texture for the Dino mesh.
- 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.
08/25/2020
- 12:24 AM Revision 38b31baa (examples): Add component centers to dmesh version 2.
- 12:24 AM Revision 7a9edb92 (library): Add component centers to dmesh version 2.
- 05:48 PM Revision 45d530fc (library): Update all the dmeshes to versions 2. Add the Dino dmesh.
- 05:48 PM Revision 81c7daef (examples): Update all the dmeshes to versions 2. Add the Dino dmesh.
- 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)
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)...
- 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.
- 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)
- 11:25 AM Revision 41b3ada0 (library): Simplify AssociationUniformBlock
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