Simplify AssociationUniformBlock
Move the 'effect association' part of MeshBase to a separate class.
Introduce an UBO to the vertex shader holding info about mesh effect associations.
Fix normals in case of MatrixEffectScale / Shear.Fix displaying the normal vector.
Fix the fact that the Normal and OIT programs would not work after a period of being paused.
Fixes for pausing and restarting.
Fixes for the previous commit.
Only compile the Full, Normal & OIT programs when they are actually needed.
Only insert the 'Mali r12' FBO queue fix if we actually are running on a Mali GPU with driver version <22. (then FBOQueue=4 - unless we manually overide this down to 1 - else, always 1)
- Decrease FBO queue size to 3- do clean the output surface even if it doesn't have any children (in renderChildren)
Do NOT sett viewport to (500,500) when pre-appllying vertex effects as that causes the first (few?) frames the pre-applied Mesh is displayed to be displayed in a wrong place on the screen.
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....
First attempt at Deferred Mesh Jobs.Only apply(VertexEffect) supported for now.
Only show the OpenGL Error dialog when the underlying hardwarre does not support OpenGL ES 3.0.
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'