Implement the android.opengl.Matrix functions ourselves.
license
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.
Introducing UBO to Effect Queues: step 1.
Fix normals in case of MatrixEffectScale / Shear.Fix displaying the normal vector.
Add the first two VERTEX 'pseudo-matrix' effects: VERTEX_MOVE & VERTEX_QUATERNION i.e. implementations of those two MATRIX effects in VERTEX queue.
The point(s):
1) preparation for the upcoming MeshBase.preApply(VertexEffect effect) API that's going to supersede the current much more limited MeshBase.apply(MatrixEffect effect)...
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).
Correct the z-axis of the center of fragment effects (it was inverted)
Javadoc.
Move all knowledge about a MatrixEffect from the EffectQueueMatrix to the 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!
Beginnings of support for Effect classes.
Some progress with Effect classes.