Convert ObjectTree to stretchless API.
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)...
Size of the FBO internal to Nodes is now NO MORE taken from the Mesh's stretch values.Instead, the size is copied from child's FBO size (if there is one) or if the child is a leaf with texture in it (which is sizeless) then we get the default 100x100 ( which means we probably have to explicitly call Node.resizeFBO() )
Remove width & height from InternalSurface and move it to InternalOutputSurface.
Hide the InternalSurface class inside its package.
Moving the Vertex and Fragment centers of effect to the center of the Mesh.
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.
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.
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).
Make the Fragment effects truly 3D: change their 4D 'region' into a 3D 'center' (a point in 3D) and 3D 'region' (which is now a set of 3 radii defining an ellipsoid around the center)
Also corresponding changes to the applications.
- new icon for the GLOW app- rename the BitmapTree app to ObjectTree