Some more minor fixes.
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.
Cleanup
Move DistortedNode and Distorted to use the new DistortedRenderTarget.
Minor stuff
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')
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 :)
Fix for Bug #21: implement z-shear.
minor
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.
Cleanup, consistent variable names, minor details.
- 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)
New API tested.
Some more progress with porting apps to new VERTEX API.
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.