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# Date Author Comment
a9f41fa3 03/15/2017 10:56 PM Leszek Koltunski

New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.

95c441a2 03/14/2017 11:49 PM Leszek Koltunski

Progress with Multiblur.

This introduces some regressions with transparency (see: 'Different Bitmaps' and 'Around the world' )

3e95b421 03/14/2017 04:54 PM Leszek Koltunski

Minor.

580f7d10 03/14/2017 04:51 PM Leszek Koltunski

Bugfix: we need to have DepthMask and ColorMask both fully on when clearing the FBO in Nodes!

48d0867a 03/13/2017 11:10 PM Leszek Koltunski

Important bugfix in Dynamic - sometimes it would never stop interpolating and never send a FINISHED message!

b9798977 03/12/2017 11:02 PM Leszek Koltunski

Advances in Multiblur - breaks BLUR for now.

b2939df4 03/08/2017 03:36 PM Leszek Koltunski

Now there's a single place one can have a look at all the Meshes being rendered to a OutputSurface: OutputSurface.renderChildren().
This will need to get modified for per-object post-processing.

86782a25 03/07/2017 03:07 PM Leszek Koltunski

Minor

39086ebb 03/06/2017 10:29 PM Leszek Koltunski

New method of rendering.
Advantage: now there's one (well, ATM two, but I hope soon really in one) place where we can have a look at all the Meshes that are being rendered to a OutputSurface.
This should help with proper per-object POSTPROCESSING effects like Multiblur.

d61fd515 03/05/2017 11:46 PM Leszek Koltunski

1. Move to Gradle 25.0.0
2. Bugfix in DistortedNode

50642a86 03/03/2017 03:50 PM Leszek Koltunski

Simplify drawRecursive

c2c08950 03/02/2017 12:04 AM Leszek Koltunski

simplify blitPriv()

c1e24646 03/01/2017 11:02 PM Leszek Koltunski

Introduce Effects.blitPriv() (faster than previous drawNoEffectsPriv)

ad33f883 03/01/2017 05:48 PM Leszek Koltunski

Minor

03cb451d 03/01/2017 12:06 PM Leszek Koltunski

Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.

81a0b906 02/28/2017 11:51 PM Leszek Koltunski

Preparation for shader optimization

54fe333a 02/27/2017 11:06 PM Leszek Koltunski

Fixes for z-fighting.

d582c116 02/27/2017 12:15 PM Leszek Koltunski

Bug fix in RenderState.

c834348d 02/23/2017 11:41 PM Leszek Koltunski

Make it possible to render each DistortedNode with adjustable OpeGL state (writeing to Color, Depth,Stencil buffers, DEPTH, STENCIL, BLENDING on.off, etc)

9dba4df1 02/23/2017 10:21 PM Leszek Koltunski

New 'RenderState' class which will be used to change OpenGL state when rendering Nodes.

30548891 02/21/2017 11:03 PM Leszek Koltunski

The only operation which is now enabled 'statically' in render() is blending.

2ed1c692 02/21/2017 10:10 PM Leszek Koltunski

1) stop culling back face
2) reset OpenGL state beore each render (and not in onCreate)
3) Improve Matrix3D so that we can test negative Scales

d3725071 02/20/2017 02:31 PM Leszek Koltunski

Exclude still more methods from public documentation.

26e18334 02/19/2017 10:05 PM Leszek Koltunski

Exclude certain public methods from Javadoc API.

43fbf0dd 02/19/2017 09:58 PM Leszek Koltunski

Exclude certain public methods from Javadoc API.

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