Only compile the Full, Normal & OIT programs when they are actually needed.
Convert Multiblur to 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!)...
Progress with MeshJoin app.Fix rotating in some apps.
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)
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).
Make Matrix effects Rotate and Quaternion actually correct when it comes to the Z-axis. Also corresponding adjustments in apps.
Fully move the Meshes to their own package.
Make the Cubes App capable of testing unprocessed OIT.
Correct a recently introduced bug.
Reengineer DistortedScreen
New 'Triblur' testapp.
Shows that the Blur effect doesn't fully work (probably it is the 'blitWithDepth' function which needs to be corrected)
Minor
Improvement for MultiBlur and Glow apps.
Simplify Statics.
Make Postprocessing quality per-effect (rather than applied to the whole queue)
move EffectQuality to the effect package.
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.
Remove DistortedEffectsPostprocess and unify it with DistortedEffects.
Job not finished - doesn't compile now!
Further progress with Apps: 21 (out of 30) compile now.
Progress with support for Effect classes.
Correct the FPS work (now works even after a Pause() ! )
Move showing FPS in the uppoer-left corner of the Screen to the Library.App can enable/disable this at any time with a single API call.
Progress with Stencils in postprocessing.
Progress with Magnify.
Beginnings of support of Magnification.
Change of API in anticipation for MeshCubes of any depth (currently only 0 and 1 work)
Simplify setting up DistortedScreen.
Mipmap levels!
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)
Minor.
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...
Multiblur: add FPS
Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.This partly breaks Multiblur (to be debugged)
Improvements for Multiblur.
1st attempt to restore internal variables in Multiblur.
Still several problems, but the core of Multiblur works now.
Improve the Multiblur app. Things seem to work now!
Enrich the Multiblur app.
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.
Some fixes for issues discovered by the Multiblur app.
Beginnings of the 'Multiblur' app.