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Move destroying most of statics from onDestroy() earlier, to onPause().
Reason: doing this in onDestroy() is too late, because when we have two activities, and switch between them, first the ending's Activity onPause() is called, then the starting Activity's onResume, then it's onSurfaceCreated(), then we insert all the effects, and only then the ending Activity onDestroy() gets fired off - and this might destroy the already enabled effects, like for example the Programs of the Postprocessing effects.
Copy constructors for the Statics.
Move the information when was a EffectQueue last time evaluated from the EffectQueues all the way up to the Node which contains them.The point: we need to reset this time back to 0 every time we attach the Node (and thus start evaluating the Queues inside)
Workaround for the fact that one some devices (for example the LG K30's V@415 driver on the Adreno 308) the Glow halo wasn't visible.
MeshBase's 'MAX_NUM_COMPONENTS' is not a constant - rename!
Bugfixes as a result of the Samsung Galaxy J4+ investigation:
1) By default, switch off transform feedback in the main program. Create a new API 'needTransformFeedback()' to call if someone still needs TF in the main program.2) lower the default max number of vertex effects to 30....
Remove UBO from the fragment shader and come back to the default of only 5 concurrent fragment effects. All because UBOs in fragment shader crash on Adreno 510 and Adreno 506.
Introduce another Uniform Block Object. Now we can have much more vertex and fragment effects - up their default number to 100.
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!)
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