Progress with the last 2 APPs.
Further progress with Apps: 29 (out of 31) compile now.
Further progress with Apps: 28 (out of 31) compile now.
Further progress with Apps: 27 (out of 31) compile now.
Further progress with Apps: 26 (out of 31) compile now.
Further progress with Apps: 25 (out of 31) compile now.
Further progress with Apps: 21 (out of 30) compile now.
Further progress with Apps: 18 (out of 30) compile now.
Further progress with Apps.
Some progress with Effect classes.
13 apps compile now.
12 apps compile now.
11 apps compile now.
10 apps compile now.
Convert the first few Apps to the new Effect API.
Progress with support for Effect classes.
Progress with GLOW.
Serious bug sorting Surface's children into postprocessing Buckets detected.
Beginnings of the GLOW unit test.
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.
Progress with any depth MeshCubes.
Change of API in anticipation for MeshCubes of any depth (currently only 0 and 1 work)
Minor
Progress with Stencil app. Rendering through an intermediate FBO still doesn't quite work.
First try to convert the Stencil app to a dual (directly to Screen / through intermediate Framebuffer) mode.Doesn't work yet ( API is inconvenient / plain wrong )
Add possibility to create FBOs with combined DEPTH/STENCIL.
Simplify setting up DistortedScreen.
1. Correct some bugs in DistortedRenderState2. Thus make the Stencil App work3. New icon for it
Progress with Stencil App; should be working now AFAIK but doesn't.
Beginnings of Stencil App.
Some corrections so that most apps still work on the Android emulator (OpenGL ES 2.0-based)
Use Transform Feedback to (optionally) display the Normal vectors.
Minor bugfix.
Beginnings of support for DistortedEffects.drawPrivFeedback()
This commit (and reading the OpenGL ES 3.0 spec) pretty conclusively proves that, sadly, Nexus 4's Transform Feedback implementation is incomplete (doesn't work with GL_TRIANGLES primitiveMode)
Progress with TransferFeedback app - introduce two modes: USEPOINTS 'true' or 'false'.
On Nexus5X, it works with 'true' and 'false'. On Nexus 4, it works with 'true', but returns GL_INVALID_OPERATION with 'false'.
Bugfix (the thing was drawing too many GL_POINTS, this worked on Nexus 5X but not on Nexus 4)
Progress with Transform Feedback.
Progress with VBOs - this time abstract out a new class, DistortedObject - i.e. everything that uploads something to GPU and thus needs to be auto re-created upon loss of the context.
Preparation for Transfer Feedback: Convert the meshes from client-side to VBOs.
Minimize differences from master branch.
Stride should be 0 (but for some reason it worked even with the incorrect 4)
Simplify Transform Feedback App.
Progress with moving Transform Feedback into library.
Progress with moving the Transform Feedback functionality from the APP to the library.
Transform Feedback Example.
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 "Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to."
This reverts commit d79a56d3bc6cc7a22b21abeb180353a1818bd6ad.
Revert "Convert a few more APPs to the new resolution-independent Matrix Effects."
This reverts commit 51554e4700774b72e18e97c7cc72ef887dfbf551.
This reverts commit 19938eb7e76e004b164589f0ca6eec2894935e08.
Revert "Minor."
This reverts commit 1a23144587625d973a62c479cf0aef57e2958de1.
Revert "Convert next 4 APPs to the new Matrix effects."
This reverts commit 39a0d81b7482f2925808d661e526aeaa980fb079.
Revert "One more APP converted. Only 2 remain."
This reverts commit 00d86f0fc5d827d8d6d30db9a69f18df56d63428.
Revert "Progress with the last 2 Apps: Effects3D and Wind (not done yet)"
This reverts commit 752c6b57bb227292e6c28438b955fcb892f7acc6.
Progress with the last 2 Apps: Effects3D and Wind (not done yet)
One more APP converted. Only 2 remain.
Convert next 4 APPs to the new Matrix effects.
Convert a few more APPs to the new resolution-independent Matrix Effects.
Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to.
Re-write the first 15 apps to work with this.
Fix PlainMonaLisa's Activity lifecycle (it wouldn't work after a POWER button press, i.e. after a brief time in the background - surfaceCreated is not called in this case)
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...
Multiblur: add FPS
Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.This partly breaks Multiblur (to be debugged)
Remove debug prints.
Improve Olimpic part 2 (still buggy!)
Improve Olimpic (still buggy!)
Improve Around the World.
Improve Dynamic and FBO apps.
Improve Deform.
Improve Projection.
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.
as clearing Depth has been fixed in 580f7d10, we can now use this API in the 'FBO' app.
New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.
Now there's a single place one can have a look at all the Meshes being rendered to a OutputSurface: OutputSurface.renderChildren().This will need to get modified for per-object post-processing.
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.