OIT: more fixes
OIT: fixes. Everything looks correct now except for the curious return of the 'dancing lower-left corner' small glitch in the 'Transparency' app.
OIT: move towards 4 passes ( clear - build - collapse - render )
correct oitRender again: we need to disable stencil reading and writing and restore after
correct oitRenddr again; correct coming to paused state (we could crash)
Make sure we don't create a feedback loop in oitRender
Make us read only the DEPTH part of a DEPTH24_STENCIL8 attachment.
Reengineer DistortedScreen
OIT: some progress
OIT: more bugfixes
OIT: lots of progress on all fronts. Still a few bugs to solve though!
OIT: clear the postprocessing buffer with transparent white.
small correction for blending OIT colors.
OIT: something starts working ('Blur' and 'Multiblur' work, 'Triblur' and 'Transparency' do not)
Fix the 'OIT' artefacts.
still debugging the OIT
- remove counting of transparent pixels from main fragment shader- remove debugs and tidy up- some fixes for the Mali GPU
Order Independent Transparency: debugging
Order Independent Transparency. Does not work yet.
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 the 'PostprocessTree' app. Shows bugs in postprocessing.
Simplify postprocessing buffers.
Make the postprocessing buffers static.
A little progress making the postprocessing buffers static.
Introduce possibility that an OutputSurface is backed up by a larger texture than necessary and the 'cloneSize()' method.
SSBO: now we have a more-or-less correct running average of the count of transparent fragments over the last few frames.
SSBO: correct various things.
SSBO: zero out the per-surface transparent fragment counter only when setting the surface as output for the first time in the frame.
SSBO: handle the fact that we might run out of space in our SSBO if we keep creating new Surfaces.
SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.
SSBO: more and more works...
SSBO: fix problems with endianness.
SSBO: something is working already, although we still get the 4 bytes back from the shader in reverse order ( so '17'=0x00000011 written by the shader becomes '285212672 = 0x11000000' )
First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.
Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)
Remove debugging.
Internal API change around postprocessing.
Minor.
Empty change (add commented out code)
Bugfix (bug visible in 'Olimpic': when we make the last moving circle invisible, to used to stay visible!)'
Fix quality levels in Glow.
Debugging Glow.
Progress with Glow.
Introduce concepts of 'in' and 'out' postprocessing qualities.
Make Postprocessing quality per-effect (rather than applied to the whole queue)
move EffectQuality to the effect package.
Fixes for dynamic postprocessing.
Correction for the last change.
Postprocessing: take quality only from the first child in a bucket.
Minor
All knowledge about Postporcessing moved to the respective Effect classes.
Reorganize the way we add and remove all Effects (do it through DistortedMaster and is POSTPROCES - adjust Bucket and SORT Nodes).
Buggy: removing effects does not work.
Remove old facility to correct Postprocessing buckets on new Postporcessing effects.
New facility will follow shortly....
Remove DistortedEffectsPostprocess and unify it with DistortedEffects.
Job not finished - doesn't compile now!
Progress with support for Effect classes.