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# Date Author Comment
277eddbb 05/08/2020 11:03 PM Leszek Koltunski

Remove the MeshBase.{set/get}Stretch API altogether.

19e77994 05/07/2020 09:30 PM Leszek Koltunski

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)...

bb4755e2 05/05/2020 12:55 PM Leszek Koltunski

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!)...

b7209ffe 05/04/2020 04:01 PM Leszek Koltunski

Simplify a bit the place where we got a crash once.

0f10a0b6 05/03/2020 11:26 PM Leszek Koltunski

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)...

00be51f0 04/27/2020 09:32 PM Leszek Koltunski

new VertexEffectShear

a918bba1 04/27/2020 08:09 PM Leszek Koltunski

new VertexEffectScale

30d07491 04/27/2020 07:59 PM Leszek Koltunski

bugfix for VertexEffectRotate

9f34a0f6 04/27/2020 03:35 PM Leszek Koltunski

new VertexEffectRotate

e979d285 04/25/2020 12:18 AM Leszek Koltunski

Add the first two VERTEX 'pseudo-matrix' effects: VERTEX_MOVE & VERTEX_QUATERNION i.e. implementations of those two MATRIX effects in VERTEX queue.

The point(s):

1) preparation for the upcoming MeshBase.preApply(VertexEffect effect) API that's going to supersede the current much more limited MeshBase.apply(MatrixEffect effect)...

f482efa3 04/24/2020 06:25 PM Leszek Koltunski

Do not crash if we failed to compile some programs.

f7718354 04/15/2020 09:56 PM Leszek Koltunski

Do not allow more than 15 characters in the NAME.

f1c2d4b0 04/13/2020 08:22 PM Leszek Koltunski

Move to AndroidX, target API level 29.

b7074bc6 04/13/2020 10:31 AM Leszek Koltunski

Lower requirements - now only OpenGL ES 3.0 is required; if running on such platform, OIT part of the API ( which is the only one which actually requires 3.1) is switched off.

e172985c 04/06/2020 10:18 PM Leszek Koltunski

Progress implementing RubikCube.retObjectString()

7e53a35f 04/05/2020 06:39 PM Leszek Koltunski

Bugfixes in MeshBase:

1) improper buffer was being invalidated after apply and setTextureMap (TFO rather than VBO!)
2) setTextureMap would only work if all components were being set

d917f059 04/05/2020 02:10 PM Leszek Koltunski

More support for the 3x3x3 Solver: more of the actual 3x3x3 solver mechanism.

66103fb2 04/03/2020 12:31 PM Leszek Koltunski

Speedup: only allocate one postprocessing buffer set of the quality we need, not all in one go.

209ea1c7 03/12/2020 09:47 PM Leszek Koltunski

1. library: new API DistortedNode.setProjection()
2. cube: adjustments for Pyraminx.

7690aab1 03/10/2020 09:51 PM Leszek Koltunski

Fix the memory test - we need to run one thing on the Graphics thread!

7490d738 03/10/2020 05:39 PM Leszek Koltunski

Fixes for the Projection matrix, FOV.

There was a confusion between the Projection of the Node onto the Screen, and the Projection of the Cubits on the Node.

e7f85322 03/06/2020 04:50 PM Leszek Koltunski

Progress with of Pyraminx.
Bugfix for joining a single Mesh!

a3a05347 03/05/2020 11:40 AM Leszek Koltunski

Improve setTextureMap.

de53cf3e 03/05/2020 12:39 AM Leszek Koltunski

Make MeshBase.setTextureMap() work.

b35570ad 03/04/2020 10:54 PM Leszek Koltunski

Minor.
Looks like MeshBase.join() actually works.

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