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examples / src @ 01782e85

# Date Author Comment
01782e85 06/07/2017 05:18 PM Leszek Koltunski

Progress with support for Effect classes.

3a91bfe1 05/30/2017 03:27 PM Leszek Koltunski

Progress with GLOW.

Serious bug sorting Surface's children into postprocessing Buckets detected.

08602667 05/30/2017 12:17 PM Leszek Koltunski

Beginnings of the GLOW unit test.

716d9f38 05/27/2017 11:41 PM Leszek Koltunski

Correct the FPS work (now works even after a Pause() ! )

24ab1cf8 05/26/2017 10:26 PM Leszek Koltunski

Move showing FPS in the uppoer-left corner of the Screen to the Library.
App can enable/disable this at any time with a single API call.

7af96b9f 05/19/2017 03:58 PM Leszek Koltunski

Progress with Stencils in postprocessing.

31d1b2fe 05/19/2017 09:17 AM Leszek Koltunski

Progress with Magnify.

9eeba229 05/18/2017 04:18 PM Leszek Koltunski

Beginnings of support of Magnification.

b3b2c6cf 05/16/2017 10:54 PM Leszek Koltunski

Progress with any depth MeshCubes.

3a438b27 05/16/2017 10:30 PM Leszek Koltunski

Progress with any depth MeshCubes.

58e9e190 05/16/2017 09:58 PM Leszek Koltunski

Change of API in anticipation for MeshCubes of any depth (currently only 0 and 1 work)

864e7b05 05/16/2017 04:29 PM Leszek Koltunski

Minor

acb69927 05/16/2017 04:25 PM Leszek Koltunski

Minor

559da65d 05/16/2017 02:41 PM Leszek Koltunski

Progress with Stencil app. Rendering through an intermediate FBO still doesn't quite work.

aedd9013 05/15/2017 09:52 PM Leszek Koltunski

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 )

42d62e7f 05/15/2017 09:00 PM Leszek Koltunski

Add possibility to create FBOs with combined DEPTH/STENCIL.

1f9a52f1 05/13/2017 12:16 AM Leszek Koltunski

Simplify setting up DistortedScreen.

53de4437 05/12/2017 10:55 PM Leszek Koltunski

1. Correct some bugs in DistortedRenderState
2. Thus make the Stencil App work
3. New icon for it

b0568eb5 05/12/2017 01:51 PM Leszek Koltunski

Progress with Stencil App; should be working now AFAIK but doesn't.

32d08f39 05/12/2017 12:36 PM Leszek Koltunski

Beginnings of Stencil App.

1bbe1af2 05/11/2017 08:40 PM Leszek Koltunski

Some corrections so that most apps still work on the Android emulator (OpenGL ES 2.0-based)

e1f2a6f6 05/11/2017 04:03 PM Leszek Koltunski

Merge branch 'transform-feedback'

0ab55f0c 05/11/2017 03:47 PM Leszek Koltunski

Use Transform Feedback to (optionally) display the Normal vectors.

4b676b3f 05/09/2017 01:29 PM Leszek Koltunski

Minor bugfix.

5c604561 05/05/2017 03:48 PM Leszek Koltunski

Beginnings of support for DistortedEffects.drawPrivFeedback()

6ce08079 05/05/2017 02:26 PM Leszek Koltunski

This commit (and reading the OpenGL ES 3.0 spec) pretty conclusively proves that, sadly, Nexus 4's Transform Feedback implementation is incomplete (doesn't work with GL_TRIANGLES primitiveMode)

bbf09f75 05/05/2017 12:17 AM Leszek Koltunski

Progress with TransferFeedback app - introduce two modes: USEPOINTS 'true' or 'false'.

On Nexus5X, it works with 'true' and 'false'. On Nexus 4, it works with 'true', but returns GL_INVALID_OPERATION with 'false'.

96fba026 05/04/2017 03:23 PM Leszek Koltunski

Bugfix (the thing was drawing too many GL_POINTS, this worked on Nexus 5X but not on Nexus 4)

e8211d82 05/04/2017 02:22 PM Leszek Koltunski

Progress with Transform Feedback.

5f2a53b6 05/04/2017 12:13 AM Leszek Koltunski

Progress with VBOs - this time abstract out a new class, DistortedObject - i.e. everything that uploads something to GPU and thus needs to be auto re-created upon loss of the context.

70a3f657 05/03/2017 04:22 PM Leszek Koltunski

Preparation for Transfer Feedback: Convert the meshes from client-side to VBOs.

d21254e8 05/02/2017 09:59 PM Leszek Koltunski

Minimize differences from master branch.

bdb80fb0 05/02/2017 09:50 PM Leszek Koltunski

Stride should be 0 (but for some reason it worked even with the incorrect 4)

6acc6481 05/02/2017 09:32 PM Leszek Koltunski

Simplify Transform Feedback App.

23ee8a18 05/02/2017 09:22 PM Leszek Koltunski

Simplify Transform Feedback App.

a5973e7d 05/02/2017 09:13 PM Leszek Koltunski

Progress with moving Transform Feedback into library.

42877baa 05/02/2017 03:51 PM Leszek Koltunski

Minor.

8beaa293 05/02/2017 03:22 PM Leszek Koltunski

Progress with moving the Transform Feedback functionality from the APP to the library.

baa47ae9 05/02/2017 02:12 PM Leszek Koltunski

Transform Feedback Example.

334cec2a 04/27/2017 04:29 PM Leszek Koltunski

Minor.

bf0bc90f 04/27/2017 01:56 PM Leszek Koltunski

Mipmap levels!

8a99c681 04/26/2017 03:21 PM Leszek Koltunski

Make a MeshCubes object rendered with no effects have its front wall at the screen's surface (so that when we just replace MeshFlat with MeshCubes, it looks more similar)

886800be 04/25/2017 11:14 PM Leszek Koltunski

Minor.

630703d1 04/25/2017 11:08 PM Leszek Koltunski

Revert "Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to."

This reverts commit d79a56d3bc6cc7a22b21abeb180353a1818bd6ad.

67c3a83b 04/25/2017 11:07 PM Leszek Koltunski

Revert "Convert a few more APPs to the new resolution-independent Matrix Effects."

This reverts commit 51554e4700774b72e18e97c7cc72ef887dfbf551.

0fb42347 04/25/2017 11:07 PM Leszek Koltunski

Revert "Convert a few more APPs to the new resolution-independent Matrix Effects."

This reverts commit 19938eb7e76e004b164589f0ca6eec2894935e08.

477fc548 04/25/2017 11:07 PM Leszek Koltunski

Revert "Minor."

This reverts commit 1a23144587625d973a62c479cf0aef57e2958de1.

8c1caf83 04/25/2017 11:07 PM Leszek Koltunski

Revert "Convert next 4 APPs to the new Matrix effects."

This reverts commit 39a0d81b7482f2925808d661e526aeaa980fb079.

1da3c7db 04/25/2017 11:07 PM Leszek Koltunski

Revert "One more APP converted. Only 2 remain."

This reverts commit 00d86f0fc5d827d8d6d30db9a69f18df56d63428.

fce25d04 04/25/2017 11:06 PM Leszek Koltunski

Revert "Progress with the last 2 Apps: Effects3D and Wind (not done yet)"

This reverts commit 752c6b57bb227292e6c28438b955fcb892f7acc6.

752c6b57 04/25/2017 04:21 PM Leszek Koltunski

Progress with the last 2 Apps: Effects3D and Wind (not done yet)

00d86f0f 04/25/2017 02:16 PM Leszek Koltunski

One more APP converted. Only 2 remain.

39a0d81b 04/25/2017 01:22 PM Leszek Koltunski

Convert next 4 APPs to the new Matrix effects.

1a231445 04/24/2017 10:59 PM Leszek Koltunski

Minor.

19938eb7 04/24/2017 10:53 PM Leszek Koltunski

Convert a few more APPs to the new resolution-independent Matrix Effects.

51554e47 04/24/2017 09:51 PM Leszek Koltunski

Convert a few more APPs to the new resolution-independent Matrix Effects.

d79a56d3 04/24/2017 04:28 PM Leszek Koltunski

Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to.

Re-write the first 15 apps to work with this.

d3c2d1ef 04/21/2017 09:50 PM Leszek Koltunski

Minor.

629120e4 04/21/2017 09:46 PM Leszek Koltunski

Minor.

86e9b10a 04/21/2017 10:12 AM Leszek Koltunski

Minor.

c126aa85 04/18/2017 11:07 PM Leszek Koltunski

Fix PlainMonaLisa's Activity lifecycle (it wouldn't work after a POWER button press, i.e. after a brief time in the background - surfaceCreated is not called in this case)

59540ba2 04/18/2017 03:07 PM Leszek Koltunski

Convert (almost) all remaining Apps to the new API which avoids memory leaks with Surfaces.

Remaining problematic Apps: 15. FBO 16. Star Wars (both leak Tree FBOs) 22. SurfaceView (does not work at all after going to background)

b0ebdf5e 04/18/2017 02:30 PM Leszek Koltunski

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...

28fe91ae 04/16/2017 10:25 PM Leszek Koltunski

Multiblur: add FPS

895d2f4f 04/12/2017 11:55 PM Leszek Koltunski

Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.
This partly breaks Multiblur (to be debugged)

603ed5d0 04/04/2017 03:00 PM Leszek Koltunski

Remove debug prints.

c90f5dbb 04/03/2017 11:02 PM Leszek Koltunski

Improve Olimpic part 2 (still buggy!)

411fca0c 04/03/2017 10:39 PM Leszek Koltunski

Improve Olimpic (still buggy!)

643844c9 04/03/2017 10:16 PM Leszek Koltunski

Improve Around the World.

b5636dbf 04/03/2017 09:50 PM Leszek Koltunski

Improve Dynamic and FBO apps.

baeda47e 04/03/2017 05:14 PM Leszek Koltunski

Improve Deform.

18174881 04/03/2017 03:46 PM Leszek Koltunski

Improve Projection.

dea953f4 03/31/2017 08:33 PM Leszek Koltunski

Improvements for Multiblur.

46ab4363 03/31/2017 03:52 PM Leszek Koltunski

1st attempt to restore internal variables in Multiblur.

febb61ba 03/31/2017 01:59 PM Leszek Koltunski

Still several problems, but the core of Multiblur works now.

fc6f1299 03/31/2017 12:11 PM Leszek Koltunski

Improve the Multiblur app. Things seem to work now!

3e673c74 03/30/2017 01:49 PM Leszek Koltunski

Enrich the Multiblur app.

6f3a9b2a 03/29/2017 12:41 PM Leszek Koltunski

It now automatically chooses OpenGL ES 2.0 and GLSL 100 or OpenGL ES 3.0 and GLSL 300.

Postprocessing effects will not work on OpenGL ES 2.0 contexts.

653d09dc 03/15/2017 11:01 PM Leszek Koltunski

as clearing Depth has been fixed in 580f7d10, we can now use this API in the 'FBO' app.

855ba24e 03/15/2017 10:56 PM Leszek Koltunski

New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.

f6654822 03/08/2017 03:36 PM Leszek Koltunski

Now there's a single place one can have a look at all the Meshes being rendered to a OutputSurface: OutputSurface.renderChildren().
This will need to get modified for per-object post-processing.

89c3e2bf 03/07/2017 03:07 PM Leszek Koltunski

Minor

6637d0f2 03/01/2017 12:06 PM Leszek Koltunski

Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.

2f7afccf 02/28/2017 04:22 PM Leszek Koltunski

Fix Crawl transparency in StarWars.

ee82510e 02/27/2017 11:58 PM Leszek Koltunski

Small improvements for StarWars, but the main issue - non-working transparency of the Crawl - not solved.

af662543 02/27/2017 11:06 PM Leszek Koltunski

Fixes for z-fighting.

fc695380 02/23/2017 11:41 PM Leszek Koltunski

Make it possible to render each DistortedNode with adjustable OpeGL state (writeing to Color, Depth,Stencil buffers, DEPTH, STENCIL, BLENDING on.off, etc)

3c44dcc7 02/21/2017 11:03 PM Leszek Koltunski

The only operation which is now enabled 'statically' in render() is blending.

71759555 02/21/2017 10:10 PM Leszek Koltunski

1) stop culling back face
2) reset OpenGL state beore each render (and not in onCreate)
3) Improve Matrix3D so that we can test negative Scales

6eb5eec2 02/16/2017 04:30 PM Leszek Koltunski

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.

db581fd8 02/15/2017 10:51 PM Leszek Koltunski

a few lame fixes for the issues uncovered by Olimpic but it is still wrong

44771819 02/15/2017 04:23 PM Leszek Koltunski

Further improve Olimpic. This seems to expose some Node bugs.

6ab5da9a 02/15/2017 03:32 PM Leszek Koltunski

Improve Olimpic.

722c6ed3 02/15/2017 02:37 PM Leszek Koltunski

Improve Olimpic.

2878c554 02/14/2017 10:36 PM Leszek Koltunski

- workaround for the issue with flashing in StarWars
- return number of objects rendered from OutputSurface.render() and use this in Olympic
- rework tree isomorphism so that it now works even if we don't render the whole tree (and also we don't have to reset() the Tree anymore!)...

f8634085 02/14/2017 09:12 PM Leszek Koltunski

Fix issue with Blur / Multiblur apps

d2aee6cc 02/14/2017 04:51 PM Leszek Koltunski

1. Make it possible to enable/disable DEPTH test when rendering to a Screen
2. Using this, remove the 'Root' Node from StarWars.

76f2d645 02/14/2017 03:28 PM Leszek Koltunski

A lot of different fixes.

A lot of issues still there:

1) if we only render part of the tree, tree isomorphism will sometimes not work correctly
2) when we change Effects that are inside Trees mid-render, even if we detach() the affected parts of the Tree first, for the last frame the new Effects will be used...

3f5b2cb3 02/13/2017 12:02 AM Leszek Koltunski

New, cleaner way to create/destroy DistortedSurfaces.

Serious regression in StarWars (crashes!). Looks like the Node's internal FBO is being deleted and not re-created in time.

aac5c562 02/11/2017 11:07 PM Leszek Koltunski

Minor.