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!)...
Convert the third app, Transparency, to the new MeshBase.setStretch-less API ( use VertexEffectScale instead )
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)
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).
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.
Transparency App: try to postprocess and not-postprocess the Transparent Surfaces.
Correct a recently introduced bug.
OIT: lots of progress on all fronts. Still a few bugs to solve though!
Some improvements for 'Moving Glow'
New app checking Order Independent Transparency.