Fixes for pausing and restarting.
Improve setting text size in Spinners (forgotten part).
More progreess porting RubikCube.
Big change to MeshBase:1) split the list of Components into two: 'texture map' components and 'effect' components. Reason: imagine the Rubik Cube with a Solver. When setting up a initial position in the Solver, we need to be able to set texture maps of each individual face of each cubit....
Update Myanmar flag.
DeferredJobs app/lib works now
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)
Change abortAll to removeAll in effectQueues (for consistency)Remove all pre-effects from the component queues when they are not used anymore.
First attempt at the MeshBase.apply(VertexEffect) API.
Remove the MeshBase.{set/get}Stretch API altogether.
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!)...
A lot of changes.
1) main vertex shader: remove support for degree_object. This functionality will hopefully come back when we introduce other than circular regions.2) MeshBase: remove the need to set a Bounding box (this is the point of the whole thing - we wanted to get rid of this so that the advances in MeshJoined will be easier)...
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.
Fixes for the Projection matrix, FOV.
There was a confusion between the Projection of the Node onto the Screen, and the Projection of the Cubits on the Node.
Further corrections.
Correct the Rubik app for the recent changes to the library's Node.
Hide the InternalSurface class inside its package.
Convert RubikCube to the new V&F center schema!
Moving the Vertex and Fragment centers of effect to the center of the Mesh.
Merge branch 'empty-matrix-effects-in-the-center' into modern-empty-matrix-effects-in-the-center
Move the Effects.setStretch to Meshbase.setStretch
Move the 'pre-multiply mesh before applying any effects' thing from [(Xsize of texture, Ysize of texture) x Mesh's zFactor] to Effects.setStretch(sx,sy,sz)
Making the Dialogs more consistent.
remove an unused, redundant API.
library: Fix DynamicQuatcube app: progress with ScrambleEffects
Invert the order of Matrix Effects. Now, just as in the other queues, the first matrix effect is actually the first to act on the object - not the other way around!
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()'.
Progress with DistortedCube.
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
Finally move the EffectQueues to their own package.