license
By default, do use Halo Depth (this broke the halo around a solved object in distorted-cube!)
Set possibility for the Postprocessing effects to eclipse the whole object or only work at the edges.
Comment.
New postprocess effect 'Border' (not working yet) and adding it to the testing app 'Triblur'.
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.
Change the Postprocessing effects: separate the radius and the halo.Reason: we needed a way to specify the size of the halo around a postprocessed object; before it was automatically (and not very correctly) computed from the radius - before we knew the size of the object's bounding box, so this automatic computation was possible. Now we're removing the MashBase.getBounding(0 API, so the size of the halo has to be explicitly given by the user. This way is more correct anyway and gives the user more control (as the Multiblur app proves!)...
Lower requirements - now only OpenGL ES 3.0 is required; if running on such platform, OIT part of the API ( which is the only one which actually requires 3.1) is switched off.
fix a bug: in certain places when we use reflection, it needs to be getDeclaredMethod and not getMethod because the methods are not public!
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
Properly clean up static varaibles in the Effect classes!
Progress with thr Glow effect - moving glow app looks ok now.
More progress with a more generic 'preprocess' stage of Postprocessing Effects.
Hide the FBO_QUEUE thing inside the library. The queue is running internally now, without public setAsOutputFBO() thing (simplifies writing postprocess effects)
Partially 'fix' Glow effect for the case when FBO_QUEUE_SIZE > 1 (come back to pre-FBO_QUEUE_SIZE level of functionality).Still, Glow needs to actually get implemented correctly.
I spoke too soon, the ARM Mali flashing is of course not fixed yet. The previous commit fixed Triblur, but the bug is still reproducible elsewhere (only in the 'postprocessed' apps though).
This commit introduces a circular queue in case of the postprocessing FBOs - with little success though.
Internal API change around postprocessing.
Fix quality levels in Glow.
Progress with Glow.
Simplify Statics.
Introduce concepts of 'in' and 'out' postprocessing qualities.
Make Postprocessing quality per-effect (rather than applied to the whole queue)
Javadoc.
Now all PostprocessEffects are truly self-contained, including dynamic enable() and all shader sources.
All knowledge about Postporcessing moved to the respective Effect classes.
Simplify Effect classes.
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.