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library / src / main / res @ 8df64ab9

# Date Author Comment
fe3cee39 10/21/2016 09:42 PM Leszek Koltunski

1. Workaround for th issue that my shitty Nexus 4 crashes while compiling the vertext shader (actually the wave function)
2. Improvements to the Dynamics app

ea16dc89 10/21/2016 01:44 PM Leszek Koltunski

minor stuff

350cc2f5 10/18/2016 11:19 AM Leszek Koltunski

Make the WAVE effect 5D (extra parameter 'offset')

d0c902b8 10/17/2016 03:04 PM Leszek Koltunski

swap the 2nd and the 3rd parameters in the WAVE effect and improve comments for the WAVE user API.

5b1c0f47 10/17/2016 02:12 PM Leszek Koltunski

Switch off the pre-compulting of sin and cos in CPU as it turns out that those two are single-instruction functions on any modern GPU ( http://www.gamedev.net/topic/322422-number-of-gpu-cycles-for-cos-and-sin-functions/ - link form 2005 ! )

f256e1a5 10/16/2016 10:37 PM Leszek Koltunski

Improve the comment the WAVE effect.

57297c51 10/16/2016 10:27 PM Leszek Koltunski

Correct one more issue with computation of WAVE.

c6ea3680 10/12/2016 09:50 PM Leszek Koltunski

Correct one issue with incorrect shadows in WAVE when V.z <0 .

73af5285 10/12/2016 12:29 AM Leszek Koltunski

Now we can add up the WAVE effect to others with smooth shading! Remaining issues:

- when angle A < 0, the shades are wrong
- sometimes (check with the 3D vertex & Fragment effects' app) we get black spots at seemingly random points. Looks like computational instability again.

06d71892 10/10/2016 10:15 PM Leszek Koltunski

Shades in the WAVE effect fully working, if the effect is the only one.

Remaining: combine the shades with other effects!

39b80df0 10/09/2016 10:42 PM Leszek Koltunski

Shades of the WAVE effect (almost!) working.

a7067deb 09/15/2016 09:04 PM Leszek Koltunski

small improvements in DISTORT

9ea4f88f 08/31/2016 10:39 PM Leszek Koltunski

Better normals in DISTORT

815869cb 08/30/2016 04:55 PM Leszek Koltunski

Vertex positions fully 3D now. Remaining: normals!

02ef26bc 08/30/2016 04:29 PM Leszek Koltunski

Preparation to make the WAVE effect fully 3D

6ddda212 08/29/2016 09:34 PM Leszek Koltunski

Adjustments for EffectQueueVertex.postprocess()

9b82becd 08/29/2016 06:32 PM Leszek Koltunski

Improvements for WAVE

4fde55a0 08/29/2016 04:51 PM Leszek Koltunski

Beginnings of the WAVE effect.

20af7b69 08/24/2016 09:31 PM Leszek Koltunski

Correct an important bug in the vertex shader.

b = 1/a if a!=0, 1 otherwise was incorrectly computed as b = 1.0 / (a+1.0-sign(a)). This, when 0<a<2^-24, suffers from 'round-off error': then a+1.0 = 1.0 (sic!) thus b = 1/0 !.

Correct way: b = 1.0 / ( a - (sign(a)-1.0) )

77fcb24d 08/11/2016 10:41 PM Leszek Koltunski

Fix for Bug #17: Regions of Fragment Effects migrate.

Fix is: don't send vertex position and the Fragment Effect region to the fragment shader already multiplied by the ModelView matrix (that introduces the imprecise interpolation because of the projection effect) but simply send both of them in local coords.

42e08626 08/09/2016 02:22 PM Leszek Koltunski

Remove the MACROBLOCK Effect altogether.

ff8ad0a7 07/20/2016 11:11 PM Leszek Koltunski

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 :)

30925500 07/17/2016 09:27 PM Leszek Koltunski

Fix for Bug #18: DISTORT effect: disappearing triangles

9420f2fe 07/16/2016 11:14 PM Leszek Koltunski

Fix for Bug 19: SWIRL effect: mess if Center out of Region.

ffbf279e 06/30/2016 01:06 PM Leszek Koltunski

revert latest changes to the fragment shader.
small things in DistortedObjects.

2e75bd79 06/29/2016 11:53 PM Leszek Koltunski

some improvements for the way we test DistortedObjects.

4018b3b7 06/29/2016 08:57 PM Leszek Koltunski

fix fragment effects :)

2dacdeb2 06/29/2016 04:15 PM Leszek Koltunski

remove the 'Color' vertex attribute.

8cefe6a3 06/28/2016 03:58 PM Leszek Koltunski

switch precision to low in fragment shader

cd174a64 06/28/2016 01:01 PM Leszek Koltunski

Make the 'deform' effect continuous when 'center' point passes through (0,0) i.e. middle of the Object.

369ee56a 06/27/2016 10:57 PM Leszek Koltunski

fix in vertex shader

7c227ed2 06/27/2016 12:35 PM Leszek Koltunski

Bugfix in vertex shader (vertices were shot into outer space if P==S, i.e. if center point was exactly equal to the vertex being computed)

341c803d 06/27/2016 12:00 PM Leszek Koltunski

Progress with Vertex3D

0318e7e3 06/24/2016 11:05 AM Leszek Koltunski

Important bugfix in the vertex shader: there was division by 0 in case Center point was on the edge of the Object, resulting in some vertices being shot into outer space.

0df17fad 06/21/2016 01:02 PM Leszek Koltunski

- Javadoc for EffectNames
- make Matrix effects consistent with the rest (center of effect as last parameter!)
- bugfix for yesterday's bugfix (we only want to send 'EFFECT_REMOVED' messages if it was really the Application that called 'abortAll' and not when we are cleaning up everything)

f2fe7e28 06/16/2016 04:21 PM Leszek Koltunski

Major push towards simplifying DistortedObject's public API.
Beginning of work on VERTEX Effects - does not compile ATM!

2fce34f4 06/16/2016 01:50 PM Leszek Koltunski

Major push towards simplifying DistortedObject's public API.
All Fragment effects are using the new API - the 'DataND' marker interfaces.

d333eb6b 06/14/2016 04:24 PM Leszek Koltunski

Add license

6a06a912 05/25/2016 07:45 PM Leszek Koltunski

Initial commit