FactorySticker: further improvements.
More support for using the library from more than one activity
Detect if the texture we are trying to upload is too large and return an error.
Improve the Blur App to catch the bug where a small part of the Blur (and Glow) halo gets displayed on the other edge of the surface.
1) rename DistortedTexture's setColor to setColorARGB2) fix the Wiind app to take into account paused time3) fix the Dynamic so that if a single Dynamic is used more than once (in more than one effect) than it doesn't get adjusted for paused time multiple times.
Progress (?) with Predeform: give up trying to render the Mesh in Activity1.
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.
Minor.
Remove width & height from InternalSurface and move it to InternalOutputSurface.
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)
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
We don't have to mark Textures for creation until we fill them up with data.
Correct the same bug for DistortedTextures and DistortedFramebuffers: only mark them for creation when we actually have everything ready, i.e. as the last statement in the constructor.
a mix of two changes:
1) remove the DistortedInputSurface interface (now every Surface is Input)2) make the OIT SSBO self-adjustable in size
Finally properly fix the flashing on ARM Mali T880 GPU.
The flashing is caused by a 'full pipeline flush' (see DarkPhoton, https://www.opengl.org/discussion_boards/showthread.php/200754-Flashes-on-ARM-Mali?p=1291679&viewfull=1#post1291679 ). In order to combat it, first introduce the possibility that a single DistortedOutputSurface is backed up by more than one FBO. Then make DistortedScreen be derived from DistortedFramebuffer (which itself is derived from DistortedOutputSurface) and make it contain 3 FBOs, render to them in a circular queue fashion, and blit from a given FBO to the system FBO. The 'more than 1 intermediate FBO' queue prevents the pipeline flush....
Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)
Progress with support for Effect classes.