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# Date Author Comment
eb80a7e8 04/26/2017 03:21 PM Leszek Koltunski

Make a MeshCubes object rendered with no effects have its front wall at the screen's surface (so that when we just replace MeshFlat with MeshCubes, it looks more similar)

6e7c8721 04/26/2017 10:08 AM Leszek Koltunski

Simplifications.

a2594090 04/25/2017 11:01 PM Leszek Koltunski

Revert "Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to."

This reverts commit ec231614152da2cfdb65c3450cd47da83ee05a6f.

revert the recenr matrix Effects work.

eacd5df5 04/25/2017 11:01 PM Leszek Koltunski

Revert "Minor."

This reverts commit 5fecbdb9d145354d84f0168b434a74d84c192c56.

revert the recent Matrix Effects work.

34f52b8a 04/25/2017 11:00 PM Leszek Koltunski

Revert "Convert next 4 APPs to the new Matrix effects."

This reverts commit d28acefad49451b502424dae12ec8a985007de86.

revert the recent Marix Effects work.

d28acefa 04/25/2017 01:22 PM Leszek Koltunski

Convert next 4 APPs to the new Matrix effects.

5fecbdb9 04/24/2017 10:59 PM Leszek Koltunski

Minor.

ec231614 04/24/2017 04:28 PM Leszek Koltunski

Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to.

Re-write the first 15 apps to work with this.

c374e9c3 04/23/2017 10:05 PM Leszek Koltunski

Minor

893e008d 04/21/2017 10:33 PM Leszek Koltunski

Bugfix: create the Postprocessing buffer immediately.

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.

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