Progress making it possible to apply Vertex Effects only to some Components of a Mesh.
Report a Crashlytics non-fatal if we fail to compile some shaders.
1) Cube: convert it to the latest library. Main difference: objects are rendered better, individual cubits have rounded corners.2) Examples: some adjustments to MeshJoin & Predeform3) Library: fix a bug in main_vertex_shader's 'degree' function, which didn't work proprely in case of a vertex which was exactly at the center (i.e. vector PS was zero)
In library: allow a mixture of a deep and shallow copy of a Mesh ( mVertAttribs1 might be copied deeply or shallowly, mVertAttribs2 are always copied deeeply).Port RubikCube to the new library.
Fix VertexEffectRotate.'MeshJoin' app now back it its functionality from 'master'
Some progress with 'MeshJoin' app.
Change 'tag' to a more appropriate name - 'association'.
Introduce 'tags' (soon to be renamed to 'associations') to Mesh and VertexEffect.A 'tag' is a way to associate a Vertex Effect only to a subgroup of a given Mesh's vertices (more precisely, only to an arbitrary subset of its Components)
Fix licenses :)
Have VERTEX_QUATERNION, VERTEX_ROTATE and VERTEX_SHEAR modify inflate vectors.Split Vertex attribute array into two (the one modified by preapply effects and the one not)
Change abortAll to removeAll in effectQueues (for consistency)Remove all pre-effects from the component queues when they are not used anymore.
Speedup for preapply
1 more fix for MeshBase.apply(VertexEffect). This still does not (fully) work though.
3 fixes for MeshBase.apply(VertexEffect).This still does not work though.
Progress with the Predeform app; deepCopy for the Meshes; various fixes.
Progress (?) with Predeform: give up trying to render the Mesh in Activity1.
First attempt at the MeshBase.apply(VertexEffect) API.
Remove the MeshBase.{set/get}Stretch API altogether.
Fix for a crash when exiting an app:
Activity.onPause() -> MessageSender.stopSending sets mThis to null, then a last message gets sent and a crash in newMessage().
Fix this by
1) making the Message inner class static (so that we can create a new one without a reference to mThis)...
Change the Postprocessing effects: separate the radius and the halo.Reason: we needed a way to specify the size of the halo around a postprocessed object; before it was automatically (and not very correctly) computed from the radius - before we knew the size of the object's bounding box, so this automatic computation was possible. Now we're removing the MashBase.getBounding(0 API, so the size of the halo has to be explicitly given by the user. This way is more correct anyway and gives the user more control (as the Multiblur app proves!)...
Simplify a bit the place where we got a crash once.
A lot of changes.
1) main vertex shader: remove support for degree_object. This functionality will hopefully come back when we introduce other than circular regions.2) MeshBase: remove the need to set a Bounding box (this is the point of the whole thing - we wanted to get rid of this so that the advances in MeshJoined will be easier)...
new VertexEffectShear
new VertexEffectScale
bugfix for VertexEffectRotate
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