Upgrade from GLSL 1.00 to GLSL 3.00 ESIntroduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)
1) stop culling back face2) reset OpenGL state beore each render (and not in onCreate)3) Improve Matrix3D so that we can test negative Scales
- 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!)...
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.
Preparation for change of the render API.
Minor
Simplify yesterday's refactoring.
Introduce Renderable to the Tree.
progress with DistortedRenderable.
This introduces a regression with MultiBlur!
Try using OpenGL ES 3.0 everywhere (but if device does not support it, try creating 2.0 context - this is important because of the emulator!)
Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)
Move more intelligence to EffectQueuePostprocess.
Minor reorganization.
Progress with multi-program rendering.
Initial version of the first post-processing effect - BLUR - ready for the first app!
NUM_POSTPROCESS corectly #defined now.
Further progress with Postprocessing. Now the missing bits are:
- implement Distorted.getFBO()- implement Distorted.clean()- improve compilation of DistortedPrograms so that the NUM_POSTPROCESSING and names of POSTPROCESSING effects will be #defined.
progress with Postprocessing.
First attempt at making it possible to dynamically add and remove DEPTH attachments from an FBO.
Minor.
Minor stuff in DistortedProgram.
New DistortedProgram class.
Beginnings of support for postprocessing Effects.
Some more minor fixes.
Fix Lint warnings, correct a lot of comments, adjust EffectListener interface.
Change of names.
Change in the API: we always have to create a DistortedFramebuffer to render to.
Major restructuring with DistortedTexture. One now is able to create Textures anywhere, even from a thread which does not hold the OpenGL context. Same for DistortedFramebuffers.
Beginnings of split of DistortedObject into two separate classes: DistortedEffectQueues and DistortedTexture.
Still does not compile, but pushing already.
Rename various classes; fix a bug in Around the World.
Major change in API: separate the GRID from DistortedObject; completely remove classes derived from DistortedObject.
Improvements for DFramebuffer.
Turn the former 'FOV' app into 'Projection' app that also checks the (x,y) the camera looks at.
Move the *List classes into static members of DistortedFramebuffer and DistortedObject.
Javadoc
Cleanup
Simplify SurfaceViews
Move DistortedNode and Distorted to use the new DistortedRenderTarget.
New DistortedRenderTarget - preparation for being able to render to any FBO (screen, offscreen pixmaps)
Allow more than the default number of concurrent VERTEX and FRAGMENT effects in Effects3D.
Make the WAVE effect 5D (extra parameter 'offset')
Remove the 'invert' option from DistortedProjection - this was making the DistortedNode-based apps not show the Objects, because the winding of triangles was wrong.Now however the DistortedNode based stuff is inverted top-down :)
Tesselate DistortedBitmaps better - now all the triangles long edges point at the center of the bitmap, which makes z-distortions look much better!
Cull back faces of triangles.
Add DistortedGridFactory to share Grids among same-shaped DistortedObjects.
remove the 'Color' vertex attribute.
Minor: deal with IntelliJ warnings
Cleanup, consistent variable names, minor details.
Cleanup.
Further reduce the distortedObject's API - now only 26 methods, 1/4 of the 104 before the reorganization.
Move the 'Save' effect to the Application and remove the 'OTHER' effect queue
Add license
abstract setMax and getMax to EffectQueue.
Improve aborting Effects.
Introduce ENUM EffectTypes
Beginnings of support for PostShader effects (SavePNG, SaveMP4)
Fix for issue 1: 'FBO not visible' : we forgot to clear the HashMap in DistortedNode.
convert Distorted.java from GLSurfaceView to Context.
Initial commit