Further fixes for the new fully 3D vertex region.
Redefine the Vertex Region from (x,y,r,unused) to (x,y,z,r). This takes into account the 'Z', which makes it possible to warp only one side of a 3D Mesh like Sphere.
Also corresponding changes in applications.
Make Matrix effects Rotate and Quaternion actually correct when it comes to the Z-axis. Also corresponding adjustments in apps.
Minor cleanups.
Properly clean up static varaibles in the Effect classes!
Improve computation of the thickness of the postprocessing halo - should be independent of the size of underlying object now.Still it is not completely ok, it appears to depend on the ModelView matrix (use the Effects3D app to rotate the object around Z-axis to see this)
Make the Effects3D app a bit more user-friendly.
More progress with Effects3D app.
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.
Simplify Main OIT shader.
Standarize GLSL version across the whole library.
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.
Port all the 'non-controversial' changes from order-independent-transparency branch.
Disable blending during postprocessing.
Fix for bug #28: looks of the borders of a blurred object depend on if the object is the first in the postprocessing bucket.
Postprocessing buffers mBuffer[] are now shared among all postprocessing operations. This saves a lot of memory, but also means that when doing each particular postprocessing, the textures backing up the mBuffer might be too large. We need to fix two things here: when outputting to those too large textures, we need to adjust the Viewport, and when binding those too large textures as input - we need to adjust the TexCoords to compensate....
Improve Blur (boundaries should be more white than black)
New 'Triblur' testapp.
Shows that the Blur effect doesn't fully work (probably it is the 'blitWithDepth' function which needs to be corrected)
Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)
Internal API change around postprocessing.
Minor.
Fix quality levels in Glow.
Debugging Glow.
Progress with Glow.
Bugfix in calculating blur offsets.
Simplify Statics.
Some progress with GLOW. Still does not look right :)
Introduce concepts of 'in' and 'out' postprocessing qualities.
Make Postprocessing quality per-effect (rather than applied to the whole queue)
Javadoc.
make RenderState package-local.
move EffectQuality to the effect package.
Fixes for dynamic postprocessing.
Minor
Now all PostprocessEffects are truly self-contained, including dynamic enable() and all shader sources.
Simplification in PostprocessEffects
Prevent possibility to enable an effect multiple times.
Move all the knowledge about Vertex and Fragment effects to their respective classes.
All knowledge about Postporcessing moved to the respective Effect classes.
Move all knowledge about a MatrixEffect from the EffectQueueMatrix to the classes.
Simplify Effect classes.
Beginnings of support for the unified Data data type.
Fix 'Cat and Dog' APP. Now 24 out of 31 APPs work.
Bugfix (invert Region's y coord)
Bugfixes for the recent 'Effect classes' API change.
Bugfix in Effect regions.
Progress with Effect classes - everything compiles now!
Some progress with Effect classes.
11 apps compile now.
Convert the first few Apps to the new Effect API.
Progress with support for Effect classes.
The library compiles now!
Progress with support for Effect classes. Almost compiles now!
Big mess - nothing compiles now; classes moved around.
Beginnings of support for Effect classes.