minor
Progress with Stencil in Postprocessing: stencil during the 1st stage postprocess (buffer1->buffer2) works now, provided quality is HIGHEST.(lower quality --> render errors, looks like Stencil is not set up correctly then)
Progress with Stencil in Postprocessing (doesn't work still)
1) Bugfix for an issue introduced with previous commit2) scale up the BLUR effect radius with MIPMAP levels.
Mipmap levels!
Beginning of work on Mipmap levels.
1) bugfix computing Gaussian BLUR kernel (for odd radii, the last offset was incorrectly computed)2) introduce more advanced method of detecting BLUR halo (compute depths in a new way)
Roll back the recent MIPMAP work.
Preliminary support for MIPMAP levels of the postprocessing buffers. (doesn't work yet)
Actually implement proper postprocessing Buckets.
Bugfix (before we couldn't call postprocess() more than once per frame)
Move the Postprocessing buffers to OutputSurface.
Bugfix - POSTPROCESSING FBOs weren't properly released!
Merging blurred surfaces mostly ok now (blurred image still appears a bit shifted down for some reason)
Bugfix (samplers need to be sent to shaders as INTEGER Uniform
Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.
Upgrade from GLSL 1.00 to GLSL 3.00 ESIntroduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)
Simplify BLUR shader.
Progress with Multiblur.
This introduces some regressions with transparency (see: 'Different Bitmaps' and 'Around the world' )
Advances in Multiblur - breaks BLUR for now.
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.
Introduce 3 types of Surfaces: System, Tree, User
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 correctly2) 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...
Simplify yesterday's refactoring.
Major: change of API.
Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.
Some fixes for issues discovered by the Multiblur app.
Beginnings of the 'Multiblur' app.
BLUR: implemented caching of the BLUR kernels.
Minor progress with Gaussian. Still need to cache the Weights and Offests tables.
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.
Precompute the standard normal distribution.
minor.
Separable Box blur fully works now!
Separable Box blur (almost) works.
Small progress with Blur.
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.
Postprocessing effects: remove support for Center
Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)
Correct a bug with Postprocessing Shortcut.
Move more intelligence to EffectQueuePostprocess.
Progress with multi-program rendering.
Naive implementation of blur works now!
Blurred image visible now!
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.
Minor.
progress with Postprocessing.
Beginnings of support for postprocessing Effects.