Progress with the Inflate vector in MeshCubes.
Pretty much works now - what remains is calibration.
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.
Minor simplifications in Mesh.
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....
Some simplifications in Meshes. Hide stuff inside MeshBase.
Fix the preprocess shader. This makes the 'Postprocess Tree' app look good again.
Small things.
Move EffectMessageSender to the 'message' package (duh!)
Rename MeshObject to MeshBase.
Fully move the Meshes to their own package.
Beginnings of a separate package only with Meshes.
Progress with Effects3D app - merge Matrix effects
Postprocessing: adjust the Projection of the postprocessing buffers to match the Projection of the surface we are supposed to be rendering to.
Correct the way we display Normals (didn't work in case rendering was of OIT type)
More progress with Effects3D app.
Progress with thr Glow effect - moving glow app looks ok now.
More progress with a more generic 'preprocess' stage of Postprocessing Effects.
Progress with a more generic 'preprocess' stage of Postprocessing Effects.
1. Hide internalQuality inside Postprocess effects.2. First step to turn markStencilAndDepth into a more generic Postprocessing 'preprocess'.
Hide the FBO_QUEUE thing inside the library. The queue is running internally now, without public setAsOutputFBO() thing (simplifies writing postprocess effects)
Partially 'fix' Glow effect for the case when FBO_QUEUE_SIZE > 1 (come back to pre-FBO_QUEUE_SIZE level of functionality).Still, Glow needs to actually get implemented correctly.
Simplify Main OIT shader.
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