Convert Mirror to stretchless API.
Fixes for the merge.
Merge branch 'empty-matrix-effects-in-the-center' into modern-empty-matrix-effects-in-the-center
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.
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'
Fix several more apps for the 'center-of-matrix-effects-in-screen-center' change.
Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).
Fully move the Meshes to their own package.
OIT: more fixes
OIT: fixes. Everything looks correct now except for the curious return of the 'dancing lower-left corner' small glitch in the 'Transparency' app.
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: 26 (out of 31) compile now.
Further progress with Apps: 25 (out of 31) compile now.
Progress with support for Effect classes.
Simplify setting up DistortedScreen.
Revert "Convert a few more APPs to the new resolution-independent Matrix Effects."
This reverts commit 19938eb7e76e004b164589f0ca6eec2894935e08.
Revert "Minor."
This reverts commit 1a23144587625d973a62c479cf0aef57e2958de1.
Minor.
Convert a few more APPs to the new resolution-independent Matrix Effects.
Convert (almost) all remaining Apps to the new API which avoids memory leaks with Surfaces.
Remaining problematic Apps: 15. FBO 16. Star Wars (both leak Tree FBOs) 22. SurfaceView (does not work at all after going to background)
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.
Beginnings of support for postprocessing Effects.
Minor
Mirror: replace the Head bitmap.
Slight improvement for the Mirror app.
Mirror app finished (well, we still need to get some better bitmap for the girl)
First attempt at the 'Mirror' app.