Move the Effects.setStretch to Meshbase.setStretch
Move the 'pre-multiply mesh before applying any effects' thing from [(Xsize of texture, Ysize of texture) x Mesh's zFactor] to Effects.setStretch(sx,sy,sz)
Adjustment to Static's API.
Invert the order of Matrix Effects. Now, just as in the other queues, the first matrix effect is actually the first to act on the object - not the other way around!
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
1) new 'Rubik' app (skeleton)2) MeshCubes: add support for custom texture mappings on each side (Rubik needs that!)
Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).
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.
Fully move the Meshes to their own package.
Make the OIT SSBO size independent of screen size.
Simplify Statics.
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.
Further progress with Apps.
Progress with support for Effect classes.
Change of API in anticipation for MeshCubes of any depth (currently only 0 and 1 work)
Simplify setting up DistortedScreen.
Revert "Convert next 4 APPs to the new Matrix effects."
This reverts commit 39a0d81b7482f2925808d661e526aeaa980fb079.
Convert next 4 APPs to the new Matrix effects.
Major:
1) in the Library, fix the fact that some applications (those that were creating their DistortedSurface objects outside of onSurfaceCreated or onSurfaceChanged) would not render after the activity went to background (press POWER to see that).2) in the Apps, call the new 'Distorted.onPause()' API to fix the above problem...
It now automatically chooses OpenGL ES 2.0 and GLSL 100 or OpenGL ES 3.0 and GLSL 300.
Postprocessing effects will not work on OpenGL ES 2.0 contexts.
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.
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!)
Rename Grid to Mesh
New DistortedProgram class.
Fix a lot of Lint warnings in the apps.
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.
Beginnings of split of DistortedObject into two separate classes: DistortedEffectQueues and DistortedTexture.
Still does not compile, but pushing already.
Rename various classes; fix a bug in Around the World.
More fixes for the recent API change.
Major change in API: separate the GRID from DistortedObject; completely remove classes derived from DistortedObject.
Simplify SurfaceViews
Make the effect Center be always 3D.
Minor stuff
Tidy up 'Flag'
Flag app finished
Progress with the 'Flag' test app.
Next fixes for issues with 'jumping' path when noise is on. (and a whole lot of commented out debugging)
1. Workaround for th issue that my shitty Nexus 4 crashes while compiling the vertext shader (actually the wave function)2. Improvements to the Dynamics app
minor stuff
Fix 4D and 5D noise, make noise N dimensional.
Completely redesign Noise in the Dynamics and move all the complexity to the parent class.
something does not work with it now :)
Move most of the NOISE complications from DynamicND classes to the parent Dynamic class.
The Flag is waving!
New constructor to DistortedCubes - easily create a hole-less Cuboid.
Beginnings of a new example app - a waving flag.
No actual waving yet!