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)
Simplifications.
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.
Revert "Minor."
This reverts commit 5fecbdb9d145354d84f0168b434a74d84c192c56.
revert the recent Matrix Effects work.
Revert "Convert next 4 APPs to the new Matrix effects."
This reverts commit d28acefad49451b502424dae12ec8a985007de86.
revert the recent Marix Effects work.
Convert next 4 APPs to the new Matrix effects.
Minor.
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.
Minor
Bugfix: create the Postprocessing buffer immediately.
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)
Roll back the recent MIPMAP work.
Preliminary support for MIPMAP levels of the postprocessing buffers. (doesn't work yet)
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.
Release all TREE FBOs in Distorted.onPause().
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...
Reset EffectsPostprocess' ID back in 0 on Destroy.
Children now properly sorted into Postprocessing Buckets.
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.
Actually implement proper postprocessing Buckets.
Bugfix (before we couldn't call postprocess() more than once per frame)
Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.This partly breaks Multiblur (to be debugged)
Move the Postprocessing buffers to OutputSurface.
When detaching Nodes, do make sure we also cancel any ATTACH jobs that might be pending.
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