Rename all the classes that are not exported to application to 'Internal'
Make the Fragment effects truly 3D: change their 4D 'region' into a 3D 'center' (a point in 3D) and 3D 'region' (which is now a set of 3 radii defining an ellipsoid around the center)
Also corresponding changes to the applications.
Simplify Main OIT shader.
Fix the fact that back-facing surfaces were invisible.
Largely fix the non-postprocessed OIT. Still, one problem remains: back-facing surfaces seem to disappear (visible in 'Cubes')
Progress with non-postprocessed OIT.
Status: compiles, but fails to work on both Adreno and Mali. Crashes the app (Adreno) or the whole system (Mali)
Update the 'main' shaders for OIT.
Fixes ported from the 'OIT' branch:
- remove counting of transparent pixels- various fixes for the Mali GPU
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: 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: 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.
Move all the knowledge about Vertex and Fragment effects to their respective classes.
Progress with support for Effect classes.
Simplify shaders.
Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.
Upgrade from GLSL 1.00 to GLSL 3.00 ESIntroduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)
Minor
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.
Preparation for shader optimization
Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)
small improvements in DISTORT
Remove the MACROBLOCK Effect altogether.
Fix for Bug #16: When rotated at an angle, surfaces get increasingly transparent.
This also fixes the saturation, chroma, alpha + contrast effects, while completely breaking macroblocks :)
revert latest changes to the fragment shader.small things in DistortedObjects.
some improvements for the way we test DistortedObjects.
fix fragment effects :)
remove the 'Color' vertex attribute.
switch precision to low in fragment shader
Progress with Vertex3D
Major push towards simplifying DistortedObject's public API.All Fragment effects are using the new API - the 'DataND' marker interfaces.
Add license
Initial commit