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library / src / main / java / org / distorted / library / main @ 93aa7e5a

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# Date Author Comment
93aa7e5a 06/06/2020 04:58 PM Leszek Koltunski

Do NOT sett viewport to (500,500) when pre-appllying vertex effects as that causes the first (few?) frames the pre-applied Mesh is displayed to be displayed in a wrong place on the screen.

e8925fcd 06/04/2020 11:34 PM Leszek Koltunski

Big change to MeshBase:
1) split the list of Components into two: 'texture map' components and 'effect' components.
Reason: imagine the Rubik Cube with a Solver. When setting up a initial position in the Solver, we need to be able to set texture maps of each individual face of each cubit....

07206c71 05/30/2020 06:44 PM Leszek Koltunski

First attempt at Deferred Mesh Jobs.
Only apply(VertexEffect) supported for now.

60fdf71d 05/29/2020 07:06 PM Leszek Koltunski

Only show the OpenGL Error dialog when the underlying hardwarre does not support OpenGL ES 3.0.

36d65d88 05/29/2020 03:48 PM Leszek Koltunski

Progress making it possible to apply Vertex Effects only to some Components of a Mesh.

a79650a2 05/27/2020 11:43 AM Leszek Koltunski

Report a Crashlytics non-fatal if we fail to compile some shaders.

e54bfada 05/20/2020 02:43 PM Leszek Koltunski

Have VERTEX_QUATERNION, VERTEX_ROTATE and VERTEX_SHEAR modify inflate vectors.
Split Vertex attribute array into two (the one modified by preapply effects and the one not)

ceed2df6 05/20/2020 11:05 AM Leszek Koltunski

Change abortAll to removeAll in effectQueues (for consistency)
Remove all pre-effects from the component queues when they are not used anymore.

667884b0 05/19/2020 08:01 PM Leszek Koltunski

Speedup for preapply

342a6773 05/19/2020 03:08 PM Leszek Koltunski

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

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