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Beginnings of the WAVE effect.
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) )
Fixes for fragment effects in Effects3D.
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.
Remove the MACROBLOCK Effect altogether.
Finally fix the 'when rendering though an FBO, the other side of triangles is visible'
Fix the 1x1 case! Before it used to be impossible to create a DistortedBitmap just with 2 triangles!
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 :)
Further simplify and speed up the DistortedCubes target.
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