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library / src / main / res / raw @ e71dd7fb

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# Date Author Comment
e71dd7fb 12/11/2018 01:04 PM Leszek Koltunski

Improve computation of the thickness of the postprocessing halo - should be independent of the size of underlying object now.
Still it is not completely ok, it appears to depend on the ModelView matrix (use the Effects3D app to rotate the object around Z-axis to see this)

a16bf106 12/10/2018 01:39 PM Leszek Koltunski

Make the Effects3D app a bit more user-friendly.

7a5e538a 11/30/2018 02:28 PM Leszek Koltunski

Progress with Inflate (building block of postprocessing effects: the proper way of marking a halo around a Mesh)
'Inflate' app testing the machanism. MeshFlat appears to be working, now we only need to fill up the per-vertex Inflate vector in the MeshCubes.

6f2d931d 11/26/2018 10:31 PM Leszek Koltunski

Added a new attribute to vertices of a MeshBase object: the vec3 'inflate' vector.
This vector describes the direction where the vertex needs to be moved when we 'inflate' the whole mesh.
If the mesh is locally smooth, this is simply the normal vector; otherwise (for example in the corners of the MeshCubes) - not....

9a3607b3 11/26/2018 03:59 PM Leszek Koltunski

Fix the preprocess shader. This makes the 'Postprocess Tree' app look good again.

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

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

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

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

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)

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

Simplify Main OIT shader.

6544040f 07/03/2018 12:47 PM Leszek Koltunski

Fix the fact that back-facing surfaces were invisible.

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