Introduce another Uniform Block Object. Now we can have much more vertex and fragment effects - up their default number to 100.
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.
Speedup: remember the mesh associations of VertexEffects only once, when they actually change, and not every time we compute() a VertexQueue.
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.
Fixes for pausing and restarting.
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.
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.
Moving the Vertex and Fragment centers of effect to the center of the Mesh.
Simplify the way applications can get notifications when an effect finishes.
Now, instead of the 'DistortedEffects.(de)registerForNotifications()' 2 APIs, we call a single 'Effect.notifyWhenFinished()'.
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
Finally move the EffectQueues to their own package.