1) main vertex shader: remove support for degree_object. This functionality will hopefully come back when we introduce other than circular regions. 2) MeshBase: remove the need to set a Bounding box (this is the point of the whole thing - we wanted to get rid of this so that the advances in MeshJoined will be easier) 3) Set ground for removing the MeshBase.setStretch / getStretch (another thing needed to advance MeshJoined ) 4) since we removed the Bounding box, we need to change the DEFORN effect to have 1 additional parameter, the 'radius' which takes over the function of the bounding box in the vertex shader. 5) since the'res no bounding box, simplify the postprocessing Halo (remove EffectQueueMatrix.magnify() ) 6) adjust applications.
After this we will hopefully be ready to introduce MeshBase.preApply(VertexEffect), i.e. bending several simple Meshes with any VertexEffect - including the freshly-introduced PseudoMatrix-Vertex effects like VertexEffectScale - and then combining them into one MeshJoined.
A lot of changes.
1) main vertex shader: remove support for degree_object. This functionality will hopefully come back when we introduce other than circular regions.
2) MeshBase: remove the need to set a Bounding box (this is the point of the whole thing - we wanted to get rid of this so that the advances in MeshJoined will be easier)
3) Set ground for removing the MeshBase.setStretch / getStretch (another thing needed to advance MeshJoined )
4) since we removed the Bounding box, we need to change the DEFORN effect to have 1 additional parameter, the 'radius' which takes over the function of the bounding box in the vertex shader.
5) since the'res no bounding box, simplify the postprocessing Halo (remove EffectQueueMatrix.magnify() )
6) adjust applications.
After this we will hopefully be ready to introduce MeshBase.preApply(VertexEffect), i.e. bending several simple Meshes with any VertexEffect - including the freshly-introduced PseudoMatrix-Vertex effects like VertexEffectScale - and then combining them into one MeshJoined.