Project

General

Profile

Revision:

Revisions

# Date Author Comment
96f271e9 04/17/2018 09:19 PM Leszek Koltunski

Minor.

8dccc3c2 04/12/2018 08:42 PM Leszek Koltunski

Disable blending during postprocessing.

9455da17 04/09/2018 12:03 PM Leszek Koltunski

Fix for bug #28: looks of the borders of a blurred object depend on if the object is the first in the postprocessing bucket.

ae2802b1 04/08/2018 09:07 PM Leszek Koltunski

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....

79e354b0 04/06/2018 11:28 PM Leszek Koltunski

Improve the 'PostprocessTree' app. Shows bugs in postprocessing.

b0f04e72 04/06/2018 02:31 PM Leszek Koltunski

Simplify postprocessing buffers.

ce154014 04/06/2018 02:02 PM Leszek Koltunski

Make the postprocessing buffers static.

61441ce2 04/06/2018 01:28 PM Leszek Koltunski

A little progress making the postprocessing buffers static.

a4b182d4 04/06/2018 12:21 PM Leszek Koltunski

Introduce possibility that an OutputSurface is backed up by a larger texture than necessary and the 'cloneSize()' method.

3493ef61 04/05/2018 10:20 AM Leszek Koltunski

Improve Blur (boundaries should be more white than black)

e136346d 04/04/2018 02:01 PM Leszek Koltunski

New 'Triblur' testapp.

Shows that the Blur effect doesn't fully work (probably it is the 'blitWithDepth' function which needs to be corrected)

2faad666 04/02/2018 10:15 PM Leszek Koltunski

SSBO: now we have a more-or-less correct running average of the count of transparent fragments over the last few frames.

df4d7edc 03/29/2018 03:58 PM Leszek Koltunski

SSBO: correct various things.

c14e495b 03/28/2018 11:36 PM Leszek Koltunski

SSBO: zero out the per-surface transparent fragment counter only when setting the surface as output for the first time in the frame.

51a3cbab 03/28/2018 10:33 PM Leszek Koltunski

SSBO: handle the fact that we might run out of space in our SSBO if we keep creating new Surfaces.

8a57da61 03/28/2018 09:14 PM Leszek Koltunski

SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.

27cd6b98 03/28/2018 08:29 PM Leszek Koltunski

SSBO: more and more works...

66ace7f5 03/28/2018 05:34 PM Leszek Koltunski

SSBO: fix problems with endianness.

2ab60f72 03/28/2018 01:58 PM Leszek Koltunski

SSBO: something is working already, although we still get the 4 bytes back from the shader in reverse order ( so '17'=0x00000011 written by the shader becomes '285212672 = 0x11000000' )

12f45260 03/27/2018 07:56 PM Leszek Koltunski

First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.

e6519ac8 03/27/2018 12:51 PM Leszek Koltunski

Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)

7d0ce619 03/27/2018 12:21 PM Leszek Koltunski

New Object Counter class - to count OutputSurfaces lazy way, but keep the counters small (reuse)

a1003b17 03/23/2018 12:28 PM Leszek Koltunski

Remove debugging.

0e924ba5 03/02/2018 12:19 AM Leszek Koltunski

Initialize MessageSender even if compiling some of the programs fails.

5c63dd8b 02/21/2018 12:10 AM Leszek Koltunski

Minor

(551-575/1067) Per page: 25, 50, 100

Also available in: Atom