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library / src / main / java / org / distorted / library / EffectQueuePostprocess.java @ 50642a86

# Date Author Comment
3a70bd6d 02/16/2017 11:21 PM Leszek Koltunski

Bugfix in EffectQueues: if we interpolate something, then stop and again start interpolating, it used to use the old position (position from the moment when we stopped interpolating!) during the first run after the resume. Fix that.

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

Introduce 3 types of Surfaces: System, Tree, User

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...

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.

cdd5e827 01/28/2017 12:50 AM Leszek Koltunski

Some fixes for issues discovered by the Multiblur app.

464e53fa 01/27/2017 09:42 PM Leszek Koltunski

Beginnings of the 'Multiblur' app.

ed841982 01/26/2017 09:24 PM Leszek Koltunski

BLUR: implemented caching of the BLUR kernels.

93dca704 01/26/2017 05:20 PM Leszek Koltunski

Minor progress with Gaussian. Still need to cache the Weights and Offests tables.

a225e5aa 01/26/2017 05:11 PM Leszek Koltunski

Separable Gaussian Blur with linear sampling done.

Linear sampling implemented - i.e. blurring by a (2N+1)x(2N+1) gaussian kernel (centeral pixel + N pixels in each direction) requires exactly 2N + (N%2==1 ? 4:2) texture fetches.

99218642 01/26/2017 03:02 PM Leszek Koltunski

Precompute the standard normal distribution.

9d5bb851 01/25/2017 12:56 AM Leszek Koltunski

minor.

5ccafcca 01/24/2017 05:35 PM Leszek Koltunski

Separable Box blur fully works now!

1c67457f 01/24/2017 03:27 PM Leszek Koltunski

Separable Box blur fully works now!

0d81d0fb 01/24/2017 02:07 PM Leszek Koltunski

Separable Box blur (almost) works.

f1d5ea12 01/24/2017 12:51 AM Leszek Koltunski

Small progress with Blur.

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!)

667a1ad9 01/19/2017 12:28 AM Leszek Koltunski

improve Postprocessing; new icon; minor things.

85cbbc5e 01/18/2017 11:10 PM Leszek Koltunski

Postprocessing effects: remove support for Center

c90b9e01 01/18/2017 04:01 PM Leszek Koltunski

Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)

11fb6ce0 01/15/2017 11:56 PM Leszek Koltunski

Correct a bug with Postprocessing Shortcut.

8fa96e69 01/15/2017 11:31 PM Leszek Koltunski

Move more intelligence to EffectQueuePostprocess.

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

Progress with multi-program rendering.

2b942cd0 01/10/2017 09:24 PM Leszek Koltunski

Naive implementation of blur works now!

bfe2c61b 01/10/2017 10:27 AM Leszek Koltunski

Blurred image visible now!

c638c1b0 01/06/2017 01:46 PM Leszek Koltunski

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.

e2b2d95f 01/06/2017 12:26 AM Leszek Koltunski

Minor.

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

progress with Postprocessing.

4c1dd6e9 12/17/2016 01:20 AM Leszek Koltunski

Beginnings of support for postprocessing Effects.