simplify blitPriv()
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.
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.
progress with Postprocessing.
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.
New vertex effect 'PINCH'
Complete moving center to 3D.
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.
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!
Make the WAVE effect 5D (extra parameter 'offset')
swap the 2nd and the 3rd parameters in the WAVE effect and improve comments for the WAVE user API.
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 ! )
small improvements in DISTORT
Preparation to make the WAVE effect fully 3D
Adjustments for EffectQueueVertex.postprocess()
Beginnings of the WAVE effect.
Cleanup, consistent variable names, minor details.
New API tested.
Some more progress with porting apps to new VERTEX API.
Major push towards simplifying DistortedObject's public API.Beginning of work on VERTEX Effects - does not compile ATM!
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.