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# Date Author Comment
a7067deb 09/15/2016 09:04 PM Leszek Koltunski

small improvements in DISTORT

9ea4f88f 08/31/2016 10:39 PM Leszek Koltunski

Better normals in DISTORT

815869cb 08/30/2016 04:55 PM Leszek Koltunski

Vertex positions fully 3D now. Remaining: normals!

02ef26bc 08/30/2016 04:29 PM Leszek Koltunski

Preparation to make the WAVE effect fully 3D

6ddda212 08/29/2016 09:34 PM Leszek Koltunski

Adjustments for EffectQueueVertex.postprocess()

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.

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