Progress with the Earth app.
Redefine the Vertex Region from (x,y,r,unused) to (x,y,z,r). This takes into account the 'Z', which makes it possible to warp only one side of a 3D Mesh like Sphere.
Also corresponding changes in applications.
Make Matrix effects Rotate and Quaternion actually correct when it comes to the Z-axis. Also corresponding adjustments in apps.
Add support for MeshSphere (add ability to display it in the 'Effects3D' and 'Inflate' apps).Still a bit buggy!
Make the Effects3D app a bit more user-friendly.
Rename MeshObject to MeshBase.
Fully move the Meshes to their own package.
Progress with Effects3D app - merge Matrix effects
Progress with Effects3D app.
Split the Effects3D app into 2 activities
Add OIT to the Effects3D app.
Minor.
Move all the knowledge about Vertex and Fragment effects to their respective classes.
Change of API: move setting the EGL context back to the APP.
Fix the final 'Vertex & Fragment Effects' APP. All APPs work now!
Progress with the last 2 APPs.
Progress with support for Effect classes.
Simplify setting up DistortedScreen.
Some corrections so that most apps still work on the Android emulator (OpenGL ES 2.0-based)
Use Transform Feedback to (optionally) display the Normal vectors.
Make a MeshCubes object rendered with no effects have its front wall at the screen's surface (so that when we just replace MeshFlat with MeshCubes, it looks more similar)
Revert "Convert a few more APPs to the new resolution-independent Matrix Effects."
This reverts commit 51554e4700774b72e18e97c7cc72ef887dfbf551.
Revert "Progress with the last 2 Apps: Effects3D and Wind (not done yet)"
This reverts commit 752c6b57bb227292e6c28438b955fcb892f7acc6.
Progress with the last 2 Apps: Effects3D and Wind (not done yet)
Convert a few more APPs to the new resolution-independent Matrix Effects.
New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.
Fixes for z-fighting.
Fix the Effects3D regression.
Some progress with fixing the efects3D regression. Not done yet.
Change the the render() API!
THis introduces some regressions with the Effects3D app.
Major: change of API.
Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.
Try using OpenGL ES 3.0 everywhere (but if device does not support it, try creating 2.0 context - this is important because of the emulator!)
Improvements for the 'Cubes' and 'Effects3D' apps.
rename all the 'grid' variables to 'mesh'.
Rename Grid to Mesh
New DistortedProgram class.
Again change of API. Now instead of the 'DistortedEffects.draw() and DistortedTree.draw()' we have 'DistortedFramebuffer.renderTo()'
Change of names.
Change in the API: we always have to create a DistortedFramebuffer to render to.
Hide the 'depth' of a DistortedTexture inside the library, so users do not get exposed to this weirdness.
Complete the split DistortedObject -> (DistortedTexture,DistortedEffectQueue)
Rename various classes; fix a bug in Around the World.
Major change in API: separate the GRID from DistortedObject; completely remove classes derived from DistortedObject.
Make the effect Center be always 3D.
Unify Effects3D and Matrix3D (still incomplete!)
Minor stuff
Tidy up the 'Effects3D'
Combine Fragment3D and Vertex3D apps into one.
Rename Effects3D to Matrix3D
- Javadoc for EffectNames- make Matrix effects consistent with the rest (center of effect as last parameter!)- bugfix for yesterday's bugfix (we only want to send 'EFFECT_REMOVED' messages if it was really the Application that called 'abortAll' and not when we are cleaning up everything)
Major push towards simplifying DistortedObject's public API.All MATRIX effects are using the new API - the 'DataND' marker interfaces.
move data types, like FlatND and InterpolatorND, to a separate package.
Add License
Improve aborting Effects.
Introduce ENUM EffectTypes
Beginnings of support for PostShader effects (SavePNG, SaveMP4)
Switch to sending a Context (rather than a GLSurfaceView) to the library.
Initial commit