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library / src / main / java / org / distorted / library / EffectQueueVertex.java @ 07037b8a

# Date Author Comment
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.

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

progress with Postprocessing.

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.

82ee855a 11/14/2016 10:50 PM Leszek Koltunski

New vertex effect 'PINCH'

fa6c352d 11/14/2016 10:00 PM Leszek Koltunski

Complete moving center to 3D.

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.

65d5505f 11/07/2016 11:04 PM Leszek Koltunski

2 bugfixes:

- in Dynamics, it has to be t<=0.5 (rather than t<0.5) (see comment in code)
- in EffectQueueVertex, we need to postprocess() the last time, when effect is finished but not removed!

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

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

d0c902b8 10/17/2016 03:04 PM Leszek Koltunski

swap the 2nd and the 3rd parameters in the WAVE effect and improve comments for the WAVE user API.

5b1c0f47 10/17/2016 02:12 PM Leszek Koltunski

Switch off the pre-compulting of sin and cos in CPU as it turns out that those two are single-instruction functions on any modern GPU ( http://www.gamedev.net/topic/322422-number-of-gpu-cycles-for-cos-and-sin-functions/ - link form 2005 ! )

a7067deb 09/15/2016 09:04 PM Leszek Koltunski

small improvements in DISTORT

02ef26bc 08/30/2016 04:29 PM Leszek Koltunski

Preparation to make the WAVE effect fully 3D

6ddda212 08/29/2016 09:34 PM Leszek Koltunski

Adjustments for EffectQueueVertex.postprocess()

4fde55a0 08/29/2016 04:51 PM Leszek Koltunski

Beginnings of the WAVE effect.

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

Cleanup, consistent variable names, minor details.

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.

f2fe7e28 06/16/2016 04:21 PM Leszek Koltunski

Major push towards simplifying DistortedObject's public API.
Beginning of work on VERTEX Effects - does not compile ATM!

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.