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Latest revisions

# Date Author Comment
30beb34f 03/29/2017 12:41 PM Leszek Koltunski

It now automatically chooses OpenGL ES 2.0 and GLSL 100 or OpenGL ES 3.0 and GLSL 300.

Postprocessing effects will not work on OpenGL ES 2.0 contexts.

94f6d472 03/29/2017 11:05 AM Leszek Koltunski

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.

f2367b75 03/28/2017 12:26 PM Leszek Koltunski

Upgrade from GLSL 1.00 to GLSL 3.00 ES
Introduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)

a1b36fc8 03/16/2017 10:10 PM Leszek Koltunski

Simplify BLUR shader.

a9f41fa3 03/15/2017 10:56 PM Leszek Koltunski

New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.

95c441a2 03/14/2017 11:49 PM Leszek Koltunski

Progress with Multiblur.

This introduces some regressions with transparency (see: 'Different Bitmaps' and 'Around the world' )

3e95b421 03/14/2017 04:54 PM Leszek Koltunski

Minor.

580f7d10 03/14/2017 04:51 PM Leszek Koltunski

Bugfix: we need to have DepthMask and ColorMask both fully on when clearing the FBO in Nodes!

48d0867a 03/13/2017 11:10 PM Leszek Koltunski

Important bugfix in Dynamic - sometimes it would never stop interpolating and never send a FINISHED message!

b9798977 03/12/2017 11:02 PM Leszek Koltunski

Advances in Multiblur - breaks BLUR for now.

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