This app reproduces an issue with glow being improperly displayed on my physical LG phone.
New Flat Blur unit test.
Change the Sink app. The point: test Sink effect at extreme strengths.
New postprocess effect 'Border' (not working yet) and adding it to the testing app 'Triblur'.
Dynamic App: add support for the new SpeedMode inside Dynamics. (so far only first two SpeedModes - smooth and segment_constant - are supported )
Some improvements to MeshFile.
Dmesh for the Helicopter.
MeshFile.
Procedural Skewb cubits and the Skewb mesh for MeshFile.
New Pyraminx meshes.
New TwistyObjects meshes.
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
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.
App Icon
Example meshes for the MeshFile app.
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.
- fix Around the World (one effect failed to add)- add DeferredJob icon
Progress with Deferred Jobs.
Skeleton of the new app: Deferred Jobs.
1. New icon for PreDeform app2. Library: advances with DeferredMeshJobs
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.
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.