Progress implementing RubikCube.retObjectString()
Bugfixes in MeshBase:
1) improper buffer was being invalidated after apply and setTextureMap (TFO rather than VBO!)2) setTextureMap would only work if all components were being set
More support for the 3x3x3 Solver: more of the actual 3x3x3 solver mechanism.
Progress with of Pyraminx.Bugfix for joining a single Mesh!
Improve setTextureMap.
Make MeshBase.setTextureMap() work.
Fix MeshBase.join()Only upload Mesh Buffers to GPU when we actually use them.
New MeshJoined.Test app says it's not working - bug in MeshBase.join().
Further corrections.
Convert Projection to not use the depreciated MeshBase.setStretch() API.
Correct the Rubik app for the recent changes to the library's Node.
Fix for MeshBase.apply()
New API: MeshBase.join() and a skeleton of an App to test it.
New Mesh 'Triangles' and updated Inflate & Generic apps to test it.
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)
New API MeshBase.apply(MatrixEffect[])
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
- new icon for the GLOW app- rename the BitmapTree app to ObjectTree
Progress with Inflate (building block of postprocessing effects: the proper way of marking a halo around a Mesh)'Inflate' app testing the machanism. MeshFlat appears to be working, now we only need to fill up the per-vertex Inflate vector in the MeshCubes.
Minor simplifications in Mesh.
Added a new attribute to vertices of a MeshBase object: the vec3 'inflate' vector.This vector describes the direction where the vertex needs to be moved when we 'inflate' the whole mesh.If the mesh is locally smooth, this is simply the normal vector; otherwise (for example in the corners of the MeshCubes) - not....
Some simplifications in Meshes. Hide stuff inside MeshBase.
Small things.
Rename MeshObject to MeshBase.