Separable Box blur (almost) works.
Small progress with Blur.
Define float precision in Vertex Shaders to the same like in Fragment Shaders.
Try using OpenGL ES 3.0 everywhere (but if device does not support it, try creating 2.0 context - this is important because of the emulator!)
Manifest: require OpenGL ES 3.0.
Minor.
Still one more problem in boundingVertices.
improve Postprocessing; new icon; minor things.
Postprocessing effects: remove support for Center
boundingVertices fully work now!
Debugging
Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)
Correct construction of boundingVertices in MeshCubes.
Progress with getting Mesh'es bounding rectangle.
Correct a bug with Postprocessing Shortcut.
Move more intelligence to EffectQueuePostprocess.
Fix a regression in 'SAVE' app.
Minor reorganization.
Fix the fact the the Buffer FBO in Postprocess Queue wasn't properly re-created after a Context loss.
Progress with multi-program rendering.
Naive implementation of blur works now!
Blurred image visible now!
Initial version of the first post-processing effect - BLUR - ready for the first app!
NUM_POSTPROCESS corectly #defined now.
Further progress with Postprocessing. Now the missing bits are:
- implement Distorted.getFBO()- implement Distorted.clean()- improve compilation of DistortedPrograms so that the NUM_POSTPROCESSING and names of POSTPROCESSING effects will be #defined.
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