Rex Cube - new mesh, textures and icon.
Fixes for the Rex Cube (mostly works now)
Fixes for the Rex Cube (still doesn't work)
Improve the Ivy mesh.
More support for using the library from more than one activity
1) Beginnings of support for using the library from more than one activity2) rename DistortedLibrary.onCreate() to onSurfaceCreated()3) (rubik) add Cambodia's flag.
Minor.
Progress with the Ivy.
Replicate the 'INVALID_OPERATION trying to glMapBufferRange for the second time' bug.
Some improvements to MeshFile.
MeshFile.
Procedural Skewb cubits and the Skewb mesh for MeshFile.
New Pyraminx meshes.
Add possibility to display also a procedurally created Mesh in MeshFile.
Rename Meshes.
Fix: nwo we need to explicitly set mesh center to negative Z if we want to GLOW a flat object.
MeshFile app: add a texture for the Dino mesh.
Add component centers to dmesh version 2.
Update all the dmeshes to versions 2. Add the Dino dmesh.
Progress with the MeshFile app: new icon
Progress with the MeshFile app.
Progress with the MeshFile app: disappear works now.
Add a 'Scale' seekBar to the MeshFile app.
New effect VertexEffectDisappear
Add the Dino dmesh file.
Improve the Blur App to catch the bug where a small part of the Blur (and Glow) halo gets displayed on the other edge of the surface.
We need to pause an Activity in the following way:
1) Activity.onPause()2) View.onPause()3) Library.onPause()
otherwise sometimes there are artifacts when pausing!
Make the MeshFile app survive a period of being paused.
1) rename DistortedTexture's setColor to setColorARGB2) fix the Wiind app to take into account paused time3) fix the Dynamic so that if a single Dynamic is used more than once (in more than one effect) than it doesn't get adjusted for paused time multiple times.
Before somehow the Dynamics sometimes tolerated not being reset to beginning before next use. New version doesn't - correct that in two apps.
Fixes for pausing and restarting.
Only compile the Full, Normal & OIT programs when they are actually needed.
Library: introduce a new form of the MeshRectangular grid, where the individual rows and columns can be each of different width. This help reduce the number of vertices in objects as typically we are only interested at distorting a certain subregion.
Modify the Bean app to take advantage of this.
Reading a mesh from the .dmesh file works now.
Reading a mesh from the .dmesh file might work now. Checked on two small meshes.
Progress with MeshFile
Skeleton of a new App: MeshFile
new app icons; skeleton of reading/write a Mesh from/to a file.
Bugfix and new debugging methods in MeshBaseDeferredJob app rewritten to show the (just fixed) bug
Extend the MeshBase.setTextureMaps API so that we are able to set a single texture map to a single texture component, or a few consecutive at a time, not necessarily starting from component 0.
Library: make setEffectAssociation a deferred job (because we do copy the uniforms during join!)SingleMesh App: almost finished.
Progress with SingleMesh (texture maps)
Progres with SingleMesh
Progres with SingleMesh; bugfix in MeshBase.apply(Matrix)
Skeleton of the SingleMesh app.
- fix Around the World (one effect failed to add)- add DeferredJob icon
Update Myanmar flag.
DeferredJobs app/lib works now
Progress with DeferredJobs app/lib (still does not work though)
Progress with DeferredJobs app (proves with the library part does not work :)
Progress with Deferred Jobs.
Skeleton of the new app: Deferred Jobs.
1. New icon for PreDeform app2. Library: advances with DeferredMeshJobs
Preparation for saving/reading Meshes to/from a file.
Progress making it possible to apply Vertex Effects only to some Components of a Mesh.
1) Cube: convert it to the latest library. Main difference: objects are rendered better, individual cubits have rounded corners.2) Examples: some adjustments to MeshJoin & Predeform3) Library: fix a bug in main_vertex_shader's 'degree' function, which didn't work proprely in case of a vertex which was exactly at the center (i.e. vector PS was zero)
In library: allow a mixture of a deep and shallow copy of a Mesh ( mVertAttribs1 might be copied deeply or shallowly, mVertAttribs2 are always copied deeeply).Port RubikCube to the new library.
Progress with MeshJoin - round the corners. Looks so-so.
Progress with MeshJoin - sink association control done!
Progress with MeshJoin.
Fix VertexEffectRotate.'MeshJoin' app now back it its functionality from 'master'
Some progress with 'MeshJoin' app.
Bugfix for Predeform app.
1 more fix for the Predefrom app and preapplying Vertex Effects to a 1-component Mesh works :)
Progress with the Predeform app; deepCopy for the Meshes; various fixes.
Progress with the Predeform app.
Progress with Predeform: UI for the list of Vertex effects to preapply.
Progress (?) with Predeform: give up trying to render the Mesh in Activity1.
Progress with Predeform.
Beginnings of a new 'Predeform' app which tests pre-applying a queue of Vertex Effects to a (single?) Mesh.So far just a copy of Inflate app.
Minor
Convert the last app, EffectQueue, to stretchless API.
Convert Generic to stretchless API.
Improve Generic.
Prepare Generic for the stretchless API.
Convert Mirror to stretchless API.
Convert DifferentBitmaps to stretchless API.
Convert Check to stretchless API.
Convert Glow to stretchless API.
Convert Save to stretchless API.
Convert SurfaceView to stretchless API.
Convert ObjectTree to stretchless API.
Convert Multiblur to stretchless API.
Convert Rubik app to stretchless API.
Convert AroundTheWorld to stretchless API.
Convert Girl to stretchless API
Convert Blur to stretchless API.
Convert Earth to stretchless API.
Convert Wind app to the stretch-less API.
Convert Stencil app to the stretch-less API.
Convert DifferentEffects app to the stretch-less API.
Finally, after removing the calculation of the halo from the library and giving this decision to the user, we can update the Triblur app for the new MeshBase.setStretch-less API.
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!)...