Some progress with Effect classes.
Beginnings of support for Effect classes.
Progress with GLOW.
Serious bug sorting Surface's children into postprocessing Buckets detected.
Beginnings of the GLOW unit test.
Properly compute the Halo of a queue of postprocess effects.
Minor.
Still small improvement to FPS
Correct the FPS work (now works even after a Pause() ! )
Move showing FPS in the uppoer-left corner of the Screen to the Library.App can enable/disable this at any time with a single API call.
Beginnings of support for the GLOW effect.
Bugfix in renderChildren again :)
Bugfix in renderChildren (postprocess):
for each bucket, first render all the bucket members , only then render all of their Stencils+Depths (avoids this 'black ring' effect)
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.
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