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Comments.
Remove the 'inflate' vertex attributs from the Mesh and file format, and replace that with a per-component 'inflate centers' (which are as of yet untested)
Speedup: remember the mesh associations of VertexEffects only once, when they actually change, and not every time we compute() a VertexQueue.
Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.The point: ivec4s are always packed tightly in UBOs (which is going to be the next step)
Introducing UBO to Effect Queues: step 1.
New effect VertexEffectDisappear
Fix normals in case of MatrixEffectScale / Shear.Fix displaying the normal vector.
Fix modifications of normals in VertexEffectScale and VertexEffectShear.
When blurring or glowing, we need to CLAMP_TO_EDGE the texture - otherwise part of the blur or glow could appear on the other end of the texture.
Fix the fact that Distort was rotating normals outside of its region!
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