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# Date Author Comment
fd2db957 04/21/2017 02:15 PM Leszek Koltunski

1) bugfix computing Gaussian BLUR kernel (for odd radii, the last offset was incorrectly computed)
2) introduce more advanced method of detecting BLUR halo (compute depths in a new way)

b7dba709 04/21/2017 10:04 AM Leszek Koltunski

Roll back the recent MIPMAP work.

f89f791a 04/19/2017 04:38 PM Leszek Koltunski

Preliminary support for MIPMAP levels of the postprocessing buffers. (doesn't work yet)

c9f953c2 04/19/2017 10:38 AM Leszek Koltunski

Node: Sort children IDs when generating their list for the Map of (List<Children IDs>,NodeData).
This makes two internal nodes with the same children always isomorphic, no matter what is their order.

0c303a2c 04/18/2017 04:05 PM Leszek Koltunski

Release all TREE FBOs in Distorted.onPause().

05ecc6fe 04/18/2017 02:30 PM Leszek Koltunski

Major:

1) in the Library, fix the fact that some applications (those that were creating their DistortedSurface objects outside of onSurfaceCreated or onSurfaceChanged) would not render after the activity went to background (press POWER to see that).
2) in the Apps, call the new 'Distorted.onPause()' API to fix the above problem...

0afc143a 04/16/2017 09:30 PM Leszek Koltunski

Reset EffectsPostprocess' ID back in 0 on Destroy.

be60d4ff 04/16/2017 09:23 PM Leszek Koltunski

Children now properly sorted into Postprocessing Buckets.

efe3d8fe 04/15/2017 10:58 PM Leszek Koltunski

Messing around with the AttachDaemon (from now on a more generic DistortedMaster).

In preparation for thr SORT job that will let us sort the children Nodes into postprocessing Buckets.

27f42cd6 04/13/2017 09:38 PM Leszek Koltunski

Actually implement proper postprocessing Buckets.

e02264ff 04/13/2017 09:18 PM Leszek Koltunski

Bugfix (before we couldn't call postprocess() more than once per frame)

13687207 04/12/2017 11:55 PM Leszek Koltunski

Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.
This partly breaks Multiblur (to be debugged)

e137d4f5 04/11/2017 01:23 PM Leszek Koltunski

Minor.

60c1c622 04/10/2017 11:02 PM Leszek Koltunski

Move the Postprocessing buffers to OutputSurface.

8baa1fe6 04/04/2017 02:57 PM Leszek Koltunski

When detaching Nodes, do make sure we also cancel any ATTACH jobs that might be pending.

02ab6f9d 04/03/2017 09:51 PM Leszek Koltunski

Minor.

8069e806 04/03/2017 03:46 PM Leszek Koltunski

Improve Projection.

0a4361b5 03/31/2017 09:30 PM Leszek Koltunski

Bugfix - POSTPROCESSING FBOs weren't properly released!

ed5bf324 03/31/2017 11:52 AM Leszek Koltunski

Merging blurred surfaces mostly ok now (blurred image still appears a bit shifted down for some reason)

a93931da 03/30/2017 11:07 AM Leszek Koltunski

Bugfix (samplers need to be sent to shaders as INTEGER Uniform

1cbf4103 03/29/2017 12:55 PM Leszek Koltunski

Simplify shaders.

30beb34f 03/29/2017 12:41 PM Leszek Koltunski

It now automatically chooses OpenGL ES 2.0 and GLSL 100 or OpenGL ES 3.0 and GLSL 300.

Postprocessing effects will not work on OpenGL ES 2.0 contexts.

94f6d472 03/29/2017 11:05 AM Leszek Koltunski

Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.

f2367b75 03/28/2017 12:26 PM Leszek Koltunski

Upgrade from GLSL 1.00 to GLSL 3.00 ES
Introduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)

a1b36fc8 03/16/2017 10:10 PM Leszek Koltunski

Simplify BLUR shader.

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