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.
a mix of two changes:
1) remove the DistortedInputSurface interface (now every Surface is Input)2) make the OIT SSBO self-adjustable in size
Make the OIT SSBO size independent of screen size.
Remove the redundant DistortedNode.onPause()
Fix the fact that back-facing surfaces were invisible.
Largely fix the non-postprocessed OIT. Still, one problem remains: back-facing surfaces seem to disappear (visible in 'Cubes')
Some progress with not-postprocessed OIT.
Progress with non-postprocessed OIT.
Status: compiles, but fails to work on both Adreno and Mali. Crashes the app (Adreno) or the whole system (Mali)
Update the 'main' shaders for OIT.
In Distorted.onCreate(), catch and re-throw exceptions, so that even is some Program fails to compile, others will still compile.
Standarize GLSL version across the whole library.
Merge branch 'order-independent-transparency'
Correct a recently introduced bug.
Give users API to render OutputSerfaces and attached Nodes in either the 'normal' way of OIT way.
Start merging master and OIT.
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