OIT: more bugfixes
OIT: lots of progress on all fronts. Still a few bugs to solve though!
OIT: clear the postprocessing buffer with transparent white.
Properly recreate the Atomic and LinkedList buffers onPause.We have to discard all alpha==0.0 pixels during OIT Pass1.
small correction for blending OIT colors.
minor.
OIT: something starts working ('Blur' and 'Multiblur' work, 'Triblur' and 'Transparency' do not)
Fix the 'OIT' artefacts.
Fixes ported from the 'OIT' branch:
- remove counting of transparent pixels- various fixes for the Mali GPU
still debugging the OIT
- remove counting of transparent pixels from main fragment shader- remove debugs and tidy up- some fixes for the Mali GPU
Order Independent Transparency: debugging
Order Independent Transparency: some progress
Order Independent Transparency. Does not work yet.
Minor.
Disable blending during postprocessing.
Fix for bug #28: looks of the borders of a blurred object depend on if the object is the first in the postprocessing bucket.
Postprocessing buffers mBuffer[] are now shared among all postprocessing operations. This saves a lot of memory, but also means that when doing each particular postprocessing, the textures backing up the mBuffer might be too large. We need to fix two things here: when outputting to those too large textures, we need to adjust the Viewport, and when binding those too large textures as input - we need to adjust the TexCoords to compensate....
Improve the 'PostprocessTree' app. Shows bugs in postprocessing.
Simplify postprocessing buffers.
Make the postprocessing buffers static.
A little progress making the postprocessing buffers static.
Introduce possibility that an OutputSurface is backed up by a larger texture than necessary and the 'cloneSize()' method.
Improve Blur (boundaries should be more white than black)
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