Minor.
Split up postprocessing into queue of effects + blit with depth.
Major speedup, BLUR fully optimized now.
Multiblur app, worst case (all 8 cubes blurred with max radius, HIGHEST quality: Nexus5X: 46.7 FPS, Nexus 4: 29.7 FPS.
Minor speedup.
Move on to Stencil on both stages of the BLUR + separate 'blit with depth'.
This works wonders on Nexus 5X ( r=50 quality=HIGHIEST 1,4,8 cubes: 59.3,43.6,41.0 FPS! ) but it somehow fails to clear the DEPTH and STENCIL buffers on Nexus 4....
Correct a bug where postprocessed objects would not re-appear after the app went briefly to the background.
Switch on Stencil in Postprocessing.
This is a clear win on Nexus 5X; on Nexus 4 it is debatable - faster on loads where area to be postprocessed is not much (~20% ?) of the screen; slower otherwise.
Move to a new way to detecting depth of postprocessing halos.This switches off stenciling (hopefully temporarily!)
10% speedup with postprocessing.
Beginnings of support for multi-COLOR attachment Framebuffers.This will be used in OutputSurface's Postprocessing Buffer.
Some improvements to DistortedRenderState.
minor
Fix Stencil in Postprocessing with lower than HIGHEST quality: now any quality works.
Progress with Stencil in Postprocessing: stencil during the 1st stage postprocess (buffer1->buffer2) works now, provided quality is HIGHEST.(lower quality --> render errors, looks like Stencil is not set up correctly then)
Progress with Stencil in Postprocessing (doesn't work still)
Progress with Stencils in postprocessing.
Progress with Magnify.
Beginnings of support of Magnification.
Full support for any-depth MeshCubes.
Progress with any depth MeshCubes.
Change of API in anticipation for MeshCubes of any depth (currently only 0 and 1 work)
Fix creating FBOs with combined DEPTH/STENCIL.
This makes the Stencil app fully work, including rendering thru a FBO.
Progress with Stencil app. Rendering through an intermediate FBO still doesn't quite work.
Also available in: Atom