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# Date Author Comment
b1058021 07/31/2018 02:10 PM Leszek Koltunski

Postprocessing: adjust the Projection of the postprocessing buffers to match the Projection of the surface we are supposed to be rendering to.

99730f26 07/31/2018 01:43 PM Leszek Koltunski

Correct the way we display Normals (didn't work in case rendering was of OIT type)

1b840bc4 07/30/2018 02:49 PM Leszek Koltunski

More progress with Effects3D app.

9e771d06 07/26/2018 02:32 PM Leszek Koltunski

Progress with thr Glow effect - moving glow app looks ok now.

247d8225 07/25/2018 11:54 PM Leszek Koltunski

More progress with a more generic 'preprocess' stage of Postprocessing Effects.

a13dde77 07/25/2018 08:43 PM Leszek Koltunski

Progress with a more generic 'preprocess' stage of Postprocessing Effects.

2386a081 07/25/2018 12:54 PM Leszek Koltunski

1. Hide internalQuality inside Postprocess effects.
2. First step to turn markStencilAndDepth into a more generic Postprocessing 'preprocess'.

5f7e4f2c 07/24/2018 03:00 PM Leszek Koltunski

Hide the FBO_QUEUE thing inside the library. The queue is running internally now, without public setAsOutputFBO() thing (simplifies writing postprocess effects)

031fbe7a 07/17/2018 01:14 PM Leszek Koltunski

Partially 'fix' Glow effect for the case when FBO_QUEUE_SIZE > 1 (come back to pre-FBO_QUEUE_SIZE level of functionality).
Still, Glow needs to actually get implemented correctly.

ca4521e3 07/05/2018 10:33 PM Leszek Koltunski

Simplify Main OIT shader.

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