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!)
improve Postprocessing; new icon; minor things.
progress with Postprocessing.
Fix Lint warnings, correct a lot of comments, adjust EffectListener interface.
Some fixes for the recent API change
The EffectQueues are now totally independent of the size of the underlying Bitmap.
Various relatively minor cleanups.
Dynamics: Introduce 2 Modes of operation:
- 'random access' mode, where we are able to call a single Dynamic from multiple thread simultaneously.- 'sequential' mode, which only permits sequential interpolation from one client.
The second mode has an advantage when one needs to change mDuration: it keeps on interpolating smoothly. In the first mode, this is not possible.
Make the WAVE effect 5D (extra parameter 'offset')
Fix for Bug #17: Regions of Fragment Effects migrate.
Fix is: don't send vertex position and the Fragment Effect region to the fragment shader already multiplied by the ModelView matrix (that introduces the imprecise interpolation because of the projection effect) but simply send both of them in local coords.
Remove the MACROBLOCK Effect altogether.
Cleanup, consistent variable names, minor details.
Further reduce the distortedObject's API - now only 26 methods, 1/4 of the 104 before the reorganization.
New API tested.
Some more progress with porting apps to new VERTEX API.
Major push towards simplifying DistortedObject's public API.All Fragment effects are using the new API - the 'DataND' marker interfaces.
Major push towards simplifying DistortedObject's public API.All MATRIX effects are using the new API - the 'DataND' marker interfaces.
1. new package 'message'2. Rename the 'Grid' classes to match
move data types, like FlatND and InterpolatorND, to a separate package.
cleanup in DistortedObject's methods.
Add license
Save PNG effect almost finished. Supporting App (hopefully!) completely finished.
What remains to be done: put actual saving of the Bitmap in a separate thread, away from the Graphics thread!!
abstract setMax and getMax to EffectQueue.
Improve aborting Effects.