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.
Minor.
Icons, details.
Make MeshBase.setTextureMap() work.
Port Girl to the new setStretch-less API.
Merge branch 'empty-matrix-effects-in-the-center' into modern-empty-matrix-effects-in-the-center
New API: MeshBase.join() and a skeleton of an App to test it.
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.
Improve the application list.
Further improvement for the Generic app.
Refactor the 'Generic' app.
Rename the 'Effects3D' app files.
Rename the 'Effects3D' app.
Rename Effects3D to 'Generic'
Improvements for the 'Rubik' app.
1) new 'Rubik' app (skeleton)2) MeshCubes: add support for custom texture mappings on each side (Rubik needs that!)
Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).
Progress with the Earth 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.
Improve the world map.
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.
Sphere: map the texture a bit better around the seam and the poles.
New texture showing the World (Mercator projection)
- 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.
Correct the way we display Normals (didn't work in case rendering was of OIT type)
More 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.
Minor
Actually display the new Mali app.
Adjustments for the 'Flag' app.
'Transparency' app icon.
New app checking Order Independent Transparency.
'PostprocessTree' app: icon
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.
Rename the last 'Glow' app.
Fix 'Bitmap Tree' APP. Now 28 out of 31 APPs work.
Beginnings of the GLOW unit test.
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 )
1. Correct some bugs in DistortedRenderState2. Thus make the Stencil App work3. New icon for it
Beginnings of Stencil App.
Some corrections so that most apps still work on the Android emulator (OpenGL ES 2.0-based)
Merge branch 'transform-feedback'
Use Transform Feedback to (optionally) display the Normal vectors.
Transform Feedback Example.
Mipmap levels!
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...
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.
Beginnings of the 'Multiblur' app.
Improvements for the 'Cubes' and 'Effects3D' apps.
improve Postprocessing; new icon; minor things.
New 'Blur' App. Actual BLUR effect, of course, does not work.
FBO APP: add dynamic adding/removing the DEPTH attachment.
Correction for the 'Girl' app.
Improve the Sink app (funny?)
Mirror: replace the Head bitmap.
Mirror app finished (well, we still need to get some better bitmap for the girl)
First attempt at the 'Mirror' app.
Fix a lot of Lint warnings in the apps.
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.