Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.The point: ivec4s are always packed tightly in UBOs (which is going to be the next step)
Introducing UBO to Effect Queues: step 1.
Update Myanmar flag.
Progress making it possible to apply Vertex Effects only to some Components of a Mesh.
Change 'tag' to a more appropriate name - 'association'.
Introduce 'tags' (soon to be renamed to 'associations') to Mesh and VertexEffect.A 'tag' is a way to associate a Vertex Effect only to a subgroup of a given Mesh's vertices (more precisely, only to an arbitrary subset of its Components)
First attempt at the MeshBase.apply(VertexEffect) API.
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.
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.