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# Date Author Comment
9b82becd 08/29/2016 06:32 PM Leszek Koltunski

Improvements for WAVE

4fde55a0 08/29/2016 04:51 PM Leszek Koltunski

Beginnings of the WAVE effect.

20af7b69 08/24/2016 09:31 PM Leszek Koltunski

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) )

e4878781 08/22/2016 11:15 AM Leszek Koltunski

Fixes for fragment effects in Effects3D.

77fcb24d 08/11/2016 10:41 PM Leszek Koltunski

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.

42e08626 08/09/2016 02:22 PM Leszek Koltunski

Remove the MACROBLOCK Effect altogether.

985ea9c5 08/09/2016 12:11 PM Leszek Koltunski

Finally fix the 'when rendering though an FBO, the other side of triangles is visible'

79f172ab 08/07/2016 10:50 PM Leszek Koltunski

Fix the 1x1 case! Before it used to be impossible to create a DistortedBitmap just with 2 triangles!

c5b1451b 08/07/2016 09:32 PM Leszek Koltunski

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 :)

29dd01c6 08/02/2016 11:48 PM Leszek Koltunski

Further simplify and speed up the DistortedCubes target.

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