Progress with the MeshFile app.
Progress with the MeshFile app: disappear works now.
Add a 'Scale' seekBar to the MeshFile app.
New effect VertexEffectDisappear
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.
Skeleton of a new App: MeshFile
new app icons; skeleton of reading/write a Mesh from/to a file.
Library: make setEffectAssociation a deferred job (because we do copy the uniforms during join!)SingleMesh App: almost finished.
Skeleton of the SingleMesh app.
Progress with Deferred Jobs.
Skeleton of the new app: Deferred Jobs.
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)
Progress with MeshJoin.
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.
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!)...
Move to AndroidX, target API level 29.
Dynamics App: add checking a Dynamic4D.
Add the 'convexity' param to Dynamics and the Dynamic app.
Improve the Dynamic app.
Dynamic App: add Toast.
Minor improvements in the Dynamics.
1. Change the API of Dynamic: split makeNowRunFor into two separate 'setDuration' and 'resetToBeginning'2. Major changes to the 'Dynamic' app so that we can check more about the Dynamics.
Turn the Rubik app into a MemoryTest.
Rubk App: changes in the UI
Rubk App: improve 4 buttons in the top.
Rubk App: add 4 buttons in the top.
Further improvement for the Generic app.
Refactor the 'Generic' app.
Rename the 'Effects3D' app files.
Rename the 'Effects3D' app.
Make the Fragment effects truly 3D: change their 4D 'region' into a 3D 'center' (a point in 3D) and 3D 'region' (which is now a set of 3 radii defining an ellipsoid around the center)
Also corresponding changes to the applications.
Advances with the Earth app - prepare it to checking if any FRAGMENT or VERTEX effect correctly works on a Sphere mesh.
Progress with the 'Earth' app.
Rename the old 'Cubes' app to 'Inflate' - this now combines the testing functionality of former 'Cubes' and 'Inflate' apps.The old 'Inflate' in turn renamed to 'Earth' - here we are going to show an Earth rotating in space.
- new icon for the GLOW app- rename the BitmapTree app to ObjectTree
Improve the Triblur app to be able to switch objects into 1 of 3 states: no postprocessing, blur, glow.
Make the Effects3D app a bit more user-friendly.
Progress with Inflate (building block of postprocessing effects: the proper way of marking a halo around a Mesh)'Inflate' app testing the machanism. MeshFlat appears to be working, now we only need to fill up the per-vertex Inflate vector in the MeshCubes.
Progress with Effects3D app - merge Matrix effects
Progress with Effects3D app.
Overhaul of the Effects3D generic test app.
Still not perfect (the 'postprocess' tab does not work; things crash when we rotate)
Add OIT to the Effects3D app.
Transparency App: try to postprocess and not-postprocess the Transparent Surfaces.
Make the Cubes App capable of testing unprocessed OIT.
Correct a recently introduced bug.
Adjustments for the 'Flag' app.
New app checking Order Independent Transparency.
New 'PostprocessTree' app (unfinished)
Improve the Triblur app.
New 'Triblur' testapp.
Shows that the Blur effect doesn't fully work (probably it is the 'blitWithDepth' function which needs to be corrected)
Add quality levels in Glow APP.
Improve 'Glow' app.
New 'Glow' app.
Fix 'Bitmap Tree' APP. Now 28 out of 31 APPs work.
Progress with any depth MeshCubes.
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 )
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.
Mipmap levels!
Still several problems, but the core of Multiblur works now.
Improve the Multiblur app. Things seem to work now!
Enrich the Multiblur app.
Fixes for z-fighting.
A Lot of fixes for the issues uncovered by Olimpic.
Still at least 1 known issue: sometimes, when we re-add a Surface, some garbage pops up on the screen for a brief split second. Visible in Olimpic.
Improve Olimpic.
Improvements for the 'Cubes' and 'Effects3D' apps.
New 'Blur' App. Actual BLUR effect, of course, does not work.
FBO APP: add dynamic adding/removing the DEPTH attachment.
First attempt at the 'Mirror' app.
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.
Turn the former 'FOV' app into 'Projection' app that also checks the (x,y) the camera looks at.
Make the effect Center be always 3D.
Unify Effects3D and Matrix3D (still incomplete!)
Minor
Encode more info in the EfectNames enum.
Progress with "Around The World"
New app: Around The World (beginnings)
Progress with Effects3D
Effects3D: beginnings of support for removing arbitrary effect
Rename Effects2D to EffectQueue
Solve the issue of moving SeekBars
Beginnings of the 'Wind' app.
Progress with the 'Flag' test app.
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
Improve the Dynamics app (multi-dimensional noise)
Make the WAVE effect 5D (extra parameter 'offset')
Combine Fragment3D and Vertex3D apps into one.
Fix the 'Moving Effects' app
re-add center to Vertex3D
Re-write Vertex3D to provide similar functionality to Fragment3D (displaying the center and region bitmaps still missing)
Fragment3D should be pretty much finished.