Progress making it possible to apply Vertex Effects only to some Components of a Mesh.
Report a Crashlytics non-fatal if we fail to compile some shaders.
Have VERTEX_QUATERNION, VERTEX_ROTATE and VERTEX_SHEAR modify inflate vectors.Split Vertex attribute array into two (the one modified by preapply effects and the one not)
Speedup for preapply
3 fixes for MeshBase.apply(VertexEffect).This still does not work though.
First attempt at the MeshBase.apply(VertexEffect) API.
Do not crash if we failed to compile some programs.
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.
Further corrections.
Correct the Rubik app for the recent changes to the library's Node.
Convert RubikCube to the new V&F center schema!
Moving the Vertex and Fragment centers of effect to the center of the Mesh.
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.
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'