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# Date Author Comment
9becf30e 08/23/2020 11:29 PM Leszek Koltunski

Speedup: remember the mesh associations of VertexEffects only once, when they actually change, and not every time we compute() a VertexQueue.

24804c15 08/23/2020 12:00 PM Leszek Koltunski

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)

41b3ada0 08/23/2020 11:25 AM Leszek Koltunski

Simplify AssociationUniformBlock

a81e5cf7 08/21/2020 11:28 AM Leszek Koltunski

Bugfix.

6b234228 08/21/2020 11:27 AM Leszek Koltunski

Merge branch 'effects-ubo'

  1. Conflicts:
  2. src/main/java/org/distorted/library/mesh/AssociationUniformBlock.java
35e7d841 08/21/2020 10:52 AM Leszek Koltunski

Bugfix.

53873b84 08/21/2020 10:38 AM Leszek Koltunski

Bugfix.

b187afac 08/21/2020 12:05 AM Leszek Koltunski

Bugfixes.

96e3b88a 08/20/2020 11:29 PM Leszek Koltunski

Introducing UBO to Effect Queues: step 1.

97755c02 08/19/2020 08:06 PM Leszek Koltunski

Move the 'effect association' part of MeshBase to a separate class.

0bd9f644 08/19/2020 01:31 PM Leszek Koltunski

Introduce an UBO to the vertex shader holding info about mesh effect associations.

524e4fe7 08/13/2020 10:00 PM Leszek Koltunski

Progress with the MeshFile app.

f0d1f003 08/13/2020 01:35 PM Leszek Koltunski

New effect VertexEffectDisappear

fdb60725 08/12/2020 09:53 AM Leszek Koltunski

Correct an issue shown by Crashlytics: sometimes it would crash in the library in InternalOutputSurface.setAsOutput() when trying to 'read from null array' mFBOH[].

62c869ad 08/06/2020 11:50 PM Leszek Koltunski

Fix normals in case of MatrixEffectScale / Shear.
Fix displaying the normal vector.

be42e989 08/02/2020 10:41 PM Leszek Koltunski

Fix modifications of normals in VertexEffectScale and VertexEffectShear.

9f28e9b6 08/01/2020 09:37 PM Leszek Koltunski

Progress with the Dino.

c1fa9e3c 07/30/2020 03:18 PM Leszek Koltunski

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.

4db11f0c 07/30/2020 10:38 AM Leszek Koltunski

Improve the Blur App to catch the bug where a small part of the Blur (and Glow) halo gets displayed on the other edge of the surface.

5fa528a6 07/28/2020 11:14 PM Leszek Koltunski

Correct Inflate vectors in Triangles mesh

aa6e92f2 07/28/2020 10:46 PM Leszek Koltunski

Improve debugging in DistortedScreen

22f537a5 07/22/2020 10:09 PM Leszek Koltunski

Correct a subtle bug iin Framebuffer: in recreate(), we need to mark the FBOs as deleted on GPU; otherwise later we might delete them - and when we do, they might belong to another Framebuffer already!

8376b7d1 07/20/2020 08:47 PM Leszek Koltunski

Fix the fact that Distort was rotating normals outside of its region!

fd836a41 07/20/2020 07:42 PM Leszek Koltunski

Fix the fact that the Normal and OIT programs would not work after a period of being paused.

246d021c 07/20/2020 05:11 PM Leszek Koltunski

1) rename DistortedTexture's setColor to setColorARGB
2) fix the Wiind app to take into account paused time
3) fix the Dynamic so that if a single Dynamic is used more than once (in more than one effect) than it doesn't get adjusted for paused time multiple times.

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