Minor.
Convert Generic to stretchless API.
Improve Generic.
Prepare Generic for the stretchless API.
Change the Postprocessing effects: separate the radius and the halo.Reason: we needed a way to specify the size of the halo around a postprocessed object; before it was automatically (and not very correctly) computed from the radius - before we knew the size of the object's bounding box, so this automatic computation was possible. Now we're removing the MashBase.getBounding(0 API, so the size of the halo has to be explicitly given by the user. This way is more correct anyway and gives the user more control (as the Multiblur app proves!)...
A lot of changes.
1) main vertex shader: remove support for degree_object. This functionality will hopefully come back when we introduce other than circular regions.2) MeshBase: remove the need to set a Bounding box (this is the point of the whole thing - we wanted to get rid of this so that the advances in MeshJoined will be easier)...
fix for centers of Matrix effects.
new VertexEffectShear
new VertexEffectScale
new VertexEffectRotate
Add the first two VERTEX 'pseudo-matrix' effects: VERTEX_MOVE & VERTEX_QUATERNION i.e. implementations of those two MATRIX effects in VERTEX queue.
The point(s):
1) preparation for the upcoming MeshBase.preApply(VertexEffect effect) API that's going to supersede the current much more limited MeshBase.apply(MatrixEffect effect)...
Move to AndroidX, target API level 29.
Progress with MeshJoin app.Fix rotating in some apps.
Further corrections.
Minor
Fixes for the merge. Everything works now!Next step: make the center of Vertex & Fragment effects be in the center of the Object, rather than the lower-left corner.
Fixes for the merge.
Merge branch 'empty-matrix-effects-in-the-center' into modern-empty-matrix-effects-in-the-center
New Mesh 'Triangles' and updated Inflate & Generic apps to test it.
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)
Rename MeshFlat MeshRectangles.
Making the Dialogs more consistent.
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'
Move all Program-related stuff to Distorted. Now the DistortedEffects class is very simple.
Make the 'PINCH' effect fully 3D (define its acting line in terms of (latitude,longitude) angle pair).
Still, something is not fully working in the Earth app with the effect - investigate.
Further improvement for the Generic app.
Refactor the 'Generic' app.
Improve the way Center & Region bitmaps are shown in the Generic app.
Rename the 'Effects3D' app files.
Rename the 'Effects3D' app.
Rename Effects3D to 'Generic'