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# Date Author Comment
342a6773 05/19/2020 03:08 PM Leszek Koltunski

1 more fix for MeshBase.apply(VertexEffect). This still does not (fully) work though.

b5be333a 05/19/2020 02:43 PM Leszek Koltunski

3 fixes for MeshBase.apply(VertexEffect).
This still does not work though.

cbd502ec 05/18/2020 09:22 PM Leszek Koltunski

Progress with the Predeform app; deepCopy for the Meshes; various fixes.

f0604575 05/17/2020 09:04 PM Leszek Koltunski

Progress (?) with Predeform: give up trying to render the Mesh in Activity1.

f046b159 05/16/2020 07:54 PM Leszek Koltunski

First attempt at the MeshBase.apply(VertexEffect) API.

277eddbb 05/08/2020 11:03 PM Leszek Koltunski

Remove the MeshBase.{set/get}Stretch API altogether.

19e77994 05/07/2020 09:30 PM Leszek Koltunski

Fix for a crash when exiting an app:

Activity.onPause() -> MessageSender.stopSending sets mThis to null, then a last message gets sent and a crash in newMessage().

Fix this by

1) making the Message inner class static (so that we can create a new one without a reference to mThis)...

bb4755e2 05/05/2020 12:55 PM Leszek Koltunski

Change the Postprocessing effects: separate the radius and the halo.
Reason: we needed a way to specify the size of the halo around a postprocessed object; before it was automatically (and not very correctly) computed from the radius - before we knew the size of the object's bounding box, so this automatic computation was possible. Now we're removing the MashBase.getBounding(0 API, so the size of the halo has to be explicitly given by the user. This way is more correct anyway and gives the user more control (as the Multiblur app proves!)...

b7209ffe 05/04/2020 04:01 PM Leszek Koltunski

Simplify a bit the place where we got a crash once.

0f10a0b6 05/03/2020 11:26 PM Leszek Koltunski

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)...

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