Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.Next: convert the last part, i.e. the float effect parameters.
Fix the fact that the static DistortedEffects.mAllQueues was global, shared between all Activities.Completely replace this mechanism with a non-static list of links from a VertexEffect to all VertexEffectQueues this effect is a member of.
Introducing UBO to Effect Queues: step 1.
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
Bugfix: default, MAX region cannot be of Float.MAX_VALUE radius - then in the shader we can have an overflow. Make it 1000000 in radius.
Make the Fragment effects truly 3D: change their 4D 'region' into a 3D 'center' (a point in 3D) and 3D 'region' (which is now a set of 3 radii defining an ellipsoid around the center)
Also corresponding changes to the applications.
Properly clean up static varaibles in the Effect classes!
Simplify Statics.
Javadoc.
Prevent possibility to enable an effect multiple times.
Move all the knowledge about Vertex and Fragment effects to their respective classes.
Simplify Effect classes.
Beginnings of support for the unified Data data type.
Progress with Effect classes - everything compiles now!
Progress with support for Effect classes.
The library compiles now!
Some progress with Effect classes.
Big mess - nothing compiles now; classes moved around.
Beginnings of support for Effect classes.