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!)
Progress with multi-program rendering.
Rename Grid to Mesh
New DistortedProgram class.
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.
Complete the split DistortedObject -> (DistortedTexture,DistortedEffectQueue)
Rename various classes; fix a bug in Around the World.
Major change in API: separate the GRID from DistortedObject; completely remove classes derived from DistortedObject.
1. (hopefully) finish the 'Save' app (now we can adjust the size of the resulting file)2. Fix one long-standing bug in almost every single app.
Make the effect Center be always 3D.
Minor stuff
Tidy up 'PlainMoanLisa'
Minor stuff - make the Bitmaps and the Cubes agree on the size of the grid, mostly.
Fix a bug in PlainMonaLisa - avoid a crash on screen rotate
Further reduce the distortedObject's API - now only 26 methods, 1/4 of the 104 before the reorganization.
Some more progress with porting apps to new VERTEX API.
Major push towards simplifying DistortedObject's public API.All MATRIX effects are using the new API - the 'DataND' marker interfaces.
move data types, like FlatND and InterpolatorND, to a separate package.
Add License
Improve aborting Effects.
Introduce ENUM EffectTypes
Beginnings of support for PostShader effects (SavePNG, SaveMP4)
New app: PlainMonaLisa (Mona Lisa rendered on plain SurfaceView)