Simplify yesterday's refactoring.
Major: change of API.
Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.
Some fixes for issues discovered by the Multiblur app.
Small progress with Blur.
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!)
Manifest: require OpenGL ES 3.0.
Minor.
Still one more problem in boundingVertices.
Postprocessing effects: remove support for Center
boundingVertices fully work now!
Debugging
Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)
Progress with getting Mesh'es bounding rectangle.
Correct a bug with Postprocessing Shortcut.
Move more intelligence to EffectQueuePostprocess.
Minor reorganization.
Progress with multi-program rendering.
Naive implementation of blur works now!
Blurred image visible now!
Initial version of the first post-processing effect - BLUR - ready for the first app!
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.
rename all the 'grid' variables to 'mesh'.
Rename Grid to Mesh
New DistortedProgram class.
Add API to render from a FBO to another FBO
Again change of API. Now instead of the 'DistortedEffects.draw() and DistortedTree.draw()' we have 'DistortedFramebuffer.renderTo()'
Change of names.