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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....
Correct VertexEffectQueue in the Mesh. There's no need to have a separate Queue in every component.
In library: allow a mixture of a deep and shallow copy of a Mesh ( mVertAttribs1 might be copied deeply or shallowly, mVertAttribs2 are always copied deeeply).Port RubikCube to the new library.
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)
Progress with the Predeform app; deepCopy for the Meshes; various fixes.
A lot of changes.
1) main vertex shader: remove support for degree_object. This functionality will hopefully come back when we introduce other than circular regions.2) MeshBase: remove the need to set a Bounding box (this is the point of the whole thing - we wanted to get rid of this so that the advances in MeshJoined will be easier)...
Minor.Looks like MeshBase.join() actually works.
New MeshJoined.Test app says it's not working - bug in MeshBase.join().