Some more tweaking to the 'Save thread.'
Fix the 'Save' app so that the saving thread does not run all the time in a tight loop
Javadoc
Fix with Projection
Turn the former 'FOV' app into 'Projection' app that also checks the (x,y) the camera looks at.
Simplify SurfaceViews
Fix the 'Save' app on Android API >=23 (we need to explicitly ask for write permission)
Improve the Deform app
DEFORM: add support for Regions
Around The World pretty much finished!
Around The World: implement blackness
Improve Around The World
Progress with Around The World
Correct Bean
Matrix3D: implement quaternion effect
progress with Around the World
Allow more than the default number of concurrent VERTEX and FRAGMENT effects in Effects3D.
New vertex effect 'PINCH'
Make the effect Center be always 3D.
Unify Effects3D and Matrix3D (still incomplete!)
Minor
Encode more info in the EfectNames enum.
Compute Race correctly
Around the World: setRace
Around the World: moving the selection rectangle
Minor stuff
Progress with AroundTheWorld
Progress with "Around The World"
New app: Around The World (beginnings)
Effects3D: improvements
Effects3D: can remove arbitrary effect
Progress with Effects3D
Effects3D: beginnings of support for removing arbitrary effect
Merge remote-tracking branch 'origin/master'
Slight improvement to Effects3D
Progress with WindManager.
Dynamics: Introduce 2 Modes of operation:
- 'random access' mode, where we are able to call a single Dynamic from multiple thread simultaneously.- 'sequential' mode, which only permits sequential interpolation from one client.
The second mode has an advantage when one needs to change mDuration: it keeps on interpolating smoothly. In the first mode, this is not possible.
Rename Effects2D to EffectQueue
Minor details
Progress with Wind
Progress with 'Wind'
Beginnings of the 'Wind' app.
Tidy up 'Save'
Tidy up 'Quaternion'
Tidy up 'PlainMoanLisa'
Tidy up 'Olympic'
Tidy up 'Moving effects'
Tidy up 'Matrix3D'
Tidy up 'Girl'
Tidy up 'FOV'
Tidy up 'Flag'
Tidy up 'FBO'
Tidy up the 'Effects3D'
Tidy up 'Different Effects' app
TIdy up the 'DifferentBitmaps app'
Remove 'statics' from the Deform app
Tidy up 'Cubes' app
Remove unneeded 'statics' from the 'Check' app
remote unneeded 'static' variables and methods from the 'Dynamic' app
Bugfix
Flag app finished
Progress with the 'Flag' test app.
Next fixes for issues with 'jumping' path when noise is on. (and a whole lot of commented out debugging)
Improvements to the Dynamic app.
1. Attempt to deal with unstable Orthonormal Base in Dynamic class (so far unsuccessful)2. Improvements to the 'Dynamic' (and by necessity, 'MovingEffects') applications (to be able to debug the previous)
1. Workaround for th issue that my shitty Nexus 4 crashes while compiling the vertext shader (actually the wave function)2. Improvements to the Dynamics app
minor
Improve the Dynamics app (multi-dimensional noise)
minor stuff
Fix 4D and 5D noise, make noise N dimensional.
Completely redesign Noise in the Dynamics and move all the complexity to the parent class.
something does not work with it now :)
Move most of the NOISE complications from DynamicND classes to the parent Dynamic class.
The Flag is waving!
New constructor to DistortedCubes - easily create a hole-less Cuboid.
Beginnings of a new example app - a waving flag.
No actual waving yet!
Make the WAVE effect 5D (extra parameter 'offset')
swap the 2nd and the 3rd parameters in the WAVE effect and improve comments for the WAVE user API.
Correct one more issue with computation of WAVE.
Fix the 'PlainMonaLisa' to be able to run in the Emulator as well (before ELG Context creation would fail)
Preparation to make the WAVE effect fully 3D
Beginnings of the WAVE effect.
Fixes for fragment effects in Effects3D.
Slight improvement for Effects3D
Combine Fragment3D and Vertex3D apps into one.
Remove the MACROBLOCK Effect altogether.
Fix the 'Fragment3D' app
Fix the 'FBO' app
Fix the 'Effects2D' app
Fix the 'Different Effects' app
Fix the 'Moving Effects' app
Fix the 'Macroblock' app.
Finally fix the 'when rendering though an FBO, the other side of triangles is visible'
Fix the 1x1 case! Before it used to be impossible to create a DistortedBitmap just with 2 triangles!
Minor stuff - make the Bitmaps and the Cubes agree on the size of the grid, mostly.
Vertex3D: make the Activity independent of Effects
Vertex3D: app finished!