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library / src / main / java / org / distorted / library / DistortedOutputSurface.java @ 39086ebb

# Date Author Comment
39086ebb 03/06/2017 10:29 PM Leszek Koltunski

New method of rendering.
Advantage: now there's one (well, ATM two, but I hope soon really in one) place where we can have a look at all the Meshes that are being rendered to a OutputSurface.
This should help with proper per-object POSTPROCESSING effects like Multiblur.

50642a86 03/03/2017 03:50 PM Leszek Koltunski

Simplify drawRecursive

c2c08950 03/02/2017 12:04 AM Leszek Koltunski

simplify blitPriv()

54fe333a 02/27/2017 11:06 PM Leszek Koltunski

Fixes for z-fighting.

c834348d 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)

30548891 02/21/2017 11:03 PM Leszek Koltunski

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

2ed1c692 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

43fbf0dd 02/19/2017 09:58 PM Leszek Koltunski

Exclude certain public methods from Javadoc API.

889cce10 02/17/2017 02:04 PM Leszek Koltunski

Minor.

eadf0859 02/17/2017 12:05 AM Leszek Koltunski

Things seem to be working - switch off all debugs.

f28fffc2 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.

09ab7524 02/15/2017 01:11 PM Leszek Koltunski

Introduce 3 types of Surfaces: System, Tree, User

c7da4e65 02/15/2017 12:30 AM Leszek Koltunski

Fix OutputSurface.resize(): before it couldn't be called mid-render.

7691a39f 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!)...

a436ccc5 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.

af27df87 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...

c204c69d 02/14/2017 12:26 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.

f8377ef8 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.

d9706fd2 02/10/2017 04:11 PM Leszek Koltunski

Change the the render() API!

THis introduces some regressions with the Effects3D app.

a09ada4c 02/10/2017 01:26 PM Leszek Koltunski

Preparation for change of the render API.

af4cc5db 02/10/2017 11:07 AM Leszek Koltunski

Simplify yesterday's refactoring.

c5369f1b 02/10/2017 01:15 AM Leszek Koltunski

Major: change of API.

Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.