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Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.Next: convert the last part, i.e. the float effect parameters.
Bugfix: always normalize the normal vector after modifying it, otherwise the next effect might not work correctly (Distort!)
Put new things to the StackFrame.
Fix the fact that the static DistortedEffects.mAllQueues was global, shared between all Activities.Completely replace this mechanism with a non-static list of links from a VertexEffect to all VertexEffectQueues this effect is a member of.
Comments.
Remove the 'inflate' vertex attributs from the Mesh and file format, and replace that with a per-component 'inflate centers' (which are as of yet untested)
Speedup: remember the mesh associations of VertexEffects only once, when they actually change, and not every time we compute() a VertexQueue.
Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.The point: ivec4s are always packed tightly in UBOs (which is going to be the next step)
Introducing UBO to Effect Queues: step 1.
New effect VertexEffectDisappear
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