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library @ 5d923c17

# Date Author Comment
5d923c17 12/02/2016 12:31 AM Leszek Koltunski

Fix the 'Save' app on Android API >=23 (we need to explicitly ask for write permission)

3d590d8d 12/01/2016 05:14 PM Leszek Koltunski

Minor stuff

b86265d6 11/24/2016 02:38 PM Leszek Koltunski

Add 3rd dimension to the Deform effect.

44efc8a8 11/24/2016 02:15 PM Leszek Koltunski

Improve the Deform app

6ebdbbf1 11/24/2016 12:58 AM Leszek Koltunski

DEFORM: add support for Regions

18d15f2f 11/23/2016 11:45 PM Leszek Koltunski

Polish up DEFORM.

dbeddd9d 11/23/2016 05:49 PM Leszek Koltunski

re-write the deform effect

3ea19d1c 11/18/2016 06:10 PM Leszek Koltunski

rearrange comments

f6cac1f6 11/18/2016 05:17 PM Leszek Koltunski

rearrange comments

789f600f 11/15/2016 10:41 AM Leszek Koltunski

Merge remote-tracking branch 'origin/master'

  1. Conflicts:
  2. src/main/java/org/distorted/library/EffectNames.java
61ec8208 11/14/2016 11:42 PM Leszek Koltunski

Allow more than the default number of concurrent VERTEX and FRAGMENT effects in Effects3D.

82ee855a 11/14/2016 10:50 PM Leszek Koltunski

New vertex effect 'PINCH'

fa6c352d 11/14/2016 10:00 PM Leszek Koltunski

Complete moving center to 3D.

eada161a 11/14/2016 05:41 PM Leszek Koltunski

Make the effect Center be always 3D.

a1c83f28 11/14/2016 04:05 PM Leszek Koltunski

Unify Effects3D and Matrix3D (still incomplete!)

1beb6f13 11/14/2016 02:40 PM Leszek Koltunski

Encode more info in the EfectNames enum.

24d22f93 11/08/2016 05:02 PM Leszek Koltunski

Progress with WindManager.

bdb341bc 11/08/2016 12:43 PM Leszek Koltunski

Dynamics: Introduce 2 Modes of operation:

- 'random access' mode, where we are able to call a single Dynamic from multiple thread simultaneously.
- 'sequential' mode, which only permits sequential interpolation from one client.

The second mode has an advantage when one needs to change mDuration: it keeps on interpolating smoothly. In the first mode, this is not possible.

65d5505f 11/07/2016 11:04 PM Leszek Koltunski

2 bugfixes:

- in Dynamics, it has to be t<=0.5 (rather than t<0.5) (see comment in code)
- in EffectQueueVertex, we need to postprocess() the last time, when effect is finished but not removed!

20dc919b 11/07/2016 03:59 PM Leszek Koltunski

Minor details

8c3cdec5 11/05/2016 12:39 AM Leszek Koltunski

Progress with Wind

ece19d5a 11/04/2016 10:38 AM Leszek Koltunski

Tidy up 'Cubes' app

75ec369a 11/04/2016 10:17 AM Leszek Koltunski

Bugfix

86b434a0 11/03/2016 10:03 PM Leszek Koltunski

Bugfix (sometimes, when t=0.5 exactly, it wouldn't recompute Noise in case of PATH mode)

291705f6 11/03/2016 05:21 PM Leszek Koltunski

re-generate noise after passing each Point.

8df64ab9 11/03/2016 10:34 AM Leszek Koltunski

Flag app finished

a36b0cbb 11/02/2016 03:18 PM Leszek Koltunski

Next fixes for issues with 'jumping' path when noise is on. (and a whole lot of commented out debugging)

6a2ebb18 11/02/2016 01:24 PM Leszek Koltunski

Next fixes for issues with 'jumping' path when noise is on. (and a whole lot of commented out debugging)

c6dec65b 11/01/2016 05:20 PM Leszek Koltunski

1. Attempt to deal with unstable Orthonormal Base in Dynamic class (so far unsuccessful)
2. Improvements to the 'Dynamic' (and by necessity, 'MovingEffects') applications (to be able to debug the previous)

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

1e22c248 10/21/2016 11:34 AM Leszek Koltunski

Fix 4D and 5D noise, make noise N dimensional.

65a21c19 10/21/2016 10:34 AM Leszek Koltunski

Bugfix for the fishy loops in 2D noise.

663fea68 10/21/2016 10:00 AM Leszek Koltunski

Some corrections for the new Noise, it is still fishy though (some suspicious loops form - see it with the ''Dynamics" example app, 2D, 3 points)

649544b8 10/21/2016 01:18 AM Leszek Koltunski

Completely redesign Noise in the Dynamics and move all the complexity to the parent class.

something does not work with it now :)

3002bef3 10/19/2016 12:27 AM Leszek Koltunski

Move most of the NOISE complications from DynamicND classes to the parent Dynamic class.

665e2c45 10/18/2016 02:34 PM Leszek Koltunski

New constructor to DistortedCubes - easily create a hole-less Cuboid.

688662ef 10/18/2016 01:40 PM Leszek Koltunski

Beginnings of a new example app - a waving flag.

No actual waving yet!

5de7841c 10/18/2016 12:36 PM Leszek Koltunski

Javadoc.

b911dc09 10/18/2016 12:16 PM Leszek Koltunski

Correct Javadoc issues

3695d6fa 10/18/2016 12:01 PM Leszek Koltunski

Comments

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

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

522eebc8 10/17/2016 11:36 PM Leszek Koltunski

Add Static5D and Dynamic5D.

8298e6af 10/17/2016 03:52 PM Leszek Koltunski

Improvements to comments.

35bece36 10/17/2016 03:12 PM Leszek Koltunski

Reflect the fact that we are no longer caching sine and cosine in the EffectNames comments.

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) )

e4878781 08/22/2016 11:15 AM Leszek Koltunski

Fixes for fragment effects in Effects3D.

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.

985ea9c5 08/09/2016 12:11 PM Leszek Koltunski

Finally fix the 'when rendering though an FBO, the other side of triangles is visible'

79f172ab 08/07/2016 10:50 PM Leszek Koltunski

Fix the 1x1 case! Before it used to be impossible to create a DistortedBitmap just with 2 triangles!

c5b1451b 08/07/2016 09:32 PM Leszek Koltunski

Remove the 'invert' option from DistortedProjection - this was making the DistortedNode-based apps not show the Objects, because the winding of triangles was wrong.
Now however the DistortedNode based stuff is inverted top-down :)

29dd01c6 08/02/2016 11:48 PM Leszek Koltunski

Further simplify and speed up the DistortedCubes target.

e5d9b235 08/02/2016 11:42 PM Leszek Koltunski

Further simplify and speed up the DistortedCubes target.

15873844 08/02/2016 11:21 PM Leszek Koltunski

Simplify and spped up the DistortedCubes target.

adb2661c 08/02/2016 11:09 PM Leszek Koltunski

Correctly tesselate the DistortedBitmap target!

84ee2a6a 07/31/2016 02:13 PM Leszek Koltunski

Advanced tesselation of DistortedCubes should be done! This fixes Bug #22

ce7f3833 07/31/2016 01:25 AM Leszek Koltunski

beginnings of support for advanced tesselation in DistortedCubes target (still doesn't quite work)

2e96ee72 07/28/2016 12:20 AM Leszek Koltunski

minor formatting stuff

5bf698ee 07/26/2016 11:24 PM Leszek Koltunski

Tesselate DistortedBitmaps better - now all the triangles long edges point at the center of the bitmap, which makes z-distortions look much better!

a05bb000 07/26/2016 07:01 PM Leszek Koltunski

Merge remote-tracking branch 'origin/master'

0ce6fcef 07/26/2016 07:01 PM Leszek Koltunski

Cull back faces of triangles.

d44ac567 07/25/2016 10:27 PM Leszek Koltunski

Minor stuff - make the Bitmaps and the Cubes agree on the size of the grid, mostly.

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 :)

beb70e07 07/17/2016 09:43 PM Leszek Koltunski

Fix for Bug #21: implement z-shear.

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.

07651f8f 07/13/2016 01:01 AM Leszek Koltunski

beginnings of support for drawing the Region in Vertex3D app.

65074f5a 07/05/2016 10:34 PM Leszek Koltunski

Minor stuff - comments.

ac094579 07/04/2016 04:12 PM Leszek Koltunski

Some progress with Fragment3D app - doesn't compile yet!

62f7a90a 07/02/2016 11:45 PM Leszek Koltunski

Revert the Cubes App.

0729bc41 07/01/2016 02:40 PM Leszek Koltunski

Add DistortedGridFactory to share Grids among same-shaped DistortedObjects.

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.

81376ddb 06/28/2016 11:13 AM Leszek Koltunski

Avoid a crash on exiting MessageSender

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

39cbf9dc 06/24/2016 01:06 PM Leszek Koltunski

Minor: deal with IntelliJ warnings

8aac2acc 06/24/2016 11:07 AM Leszek Koltunski

minor

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.