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library / src / main / java / org / distorted / library / EffectQueueMatrix.java @ cc2979e3

# Date Author Comment
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.

194ab46f 01/20/2017 11:50 PM Leszek Koltunski

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!)

69ed1eb4 01/17/2017 05:57 PM Leszek Koltunski

Progress with getting Mesh'es bounding rectangle.

02de77c9 01/10/2017 11:53 PM Leszek Koltunski

Progress with multi-program rendering.

d6e94c84 01/05/2017 02:23 AM Leszek Koltunski

progress with Postprocessing.

ab12f06b 12/15/2016 11:59 PM Leszek Koltunski

Some more minor fixes.

cacc63de 12/15/2016 11:37 PM Leszek Koltunski

Fix Lint warnings, correct a lot of comments, adjust EffectListener interface.

881652a7 12/12/2016 05:37 PM Leszek Koltunski

Some fixes for the recent API change

0a046359 12/12/2016 01:23 PM Leszek Koltunski

The EffectQueues are now totally independent of the size of the underlying Bitmap.

65362dd4 12/09/2016 11:53 AM Leszek Koltunski

Various relatively minor cleanups.

ed13a5de 12/05/2016 05:10 PM Leszek Koltunski

Cleanup

bd3da5b2 12/05/2016 02:18 PM Leszek Koltunski

Move DistortedNode and Distorted to use the new DistortedRenderTarget.

1a940548 12/02/2016 12:24 PM Leszek Koltunski

Minor stuff

e489a5ef 12/02/2016 11:36 AM Leszek Koltunski

Minor stuff

bdb341bc 11/08/2016 12:43 PM Leszek Koltunski

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.

350cc2f5 10/18/2016 11:19 AM Leszek Koltunski

Make the WAVE effect 5D (extra parameter 'offset')

c5b1451b 08/07/2016 09:32 PM Leszek Koltunski

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 :)

beb70e07 07/17/2016 09:43 PM Leszek Koltunski

Fix for Bug #21: implement z-shear.

8aac2acc 06/24/2016 11:07 AM Leszek Koltunski

minor

0318e7e3 06/24/2016 11:05 AM Leszek Koltunski

Important bugfix in the vertex shader: there was division by 0 in case Center point was on the edge of the Object, resulting in some vertices being shot into outer space.

e8c81a8e 06/22/2016 11:21 AM Leszek Koltunski

Cleanup, consistent variable names, minor details.

0df17fad 06/21/2016 01:02 PM Leszek Koltunski

- Javadoc for EffectNames
- make Matrix effects consistent with the rest (center of effect as last parameter!)
- bugfix for yesterday's bugfix (we only want to send 'EFFECT_REMOVED' messages if it was really the Application that called 'abortAll' and not when we are cleaning up everything)

a595ee16 06/17/2016 09:34 PM Leszek Koltunski

New API tested.

d425545a 06/16/2016 11:49 PM Leszek Koltunski

Some more progress with porting apps to new VERTEX API.

568b29d8 06/16/2016 12:44 AM Leszek Koltunski

Major push towards simplifying DistortedObject's public API.
All MATRIX effects are using the new API - the 'DataND' marker interfaces.

e458a4ba 06/15/2016 12:40 PM Leszek Koltunski

1. new package 'message'
2. Rename the 'Grid' classes to match

a4835695 06/15/2016 12:05 PM Leszek Koltunski

move data types, like FlatND and InterpolatorND, to a separate package.

e0a16874 06/15/2016 11:18 AM Leszek Koltunski

cleanup in DistortedObject's methods.

d333eb6b 06/14/2016 04:24 PM Leszek Koltunski

Add license

c6e1c219 06/13/2016 12:01 PM Leszek Koltunski

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!!

71887484 06/10/2016 01:51 PM Leszek Koltunski

abstract setMax and getMax to EffectQueue.

d07f2950 06/10/2016 11:30 AM Leszek Koltunski

Improve aborting Effects.