Progress with WindManager.
Dynamics: Introduce 2 Modes of operation:
- 'random access' mode, where we are able to call a single Dynamic from multiple thread simultaneously.- 'sequential' mode, which only permits sequential interpolation from one client.
The second mode has an advantage when one needs to change mDuration: it keeps on interpolating smoothly. In the first mode, this is not possible.
2 bugfixes:
- in Dynamics, it has to be t<=0.5 (rather than t<0.5) (see comment in code)- in EffectQueueVertex, we need to postprocess() the last time, when effect is finished but not removed!
Minor details
Progress with Wind
Tidy up 'Cubes' app
Bugfix
Bugfix (sometimes, when t=0.5 exactly, it wouldn't recompute Noise in case of PATH mode)
re-generate noise after passing each Point.
Flag app finished
Next fixes for issues with 'jumping' path when noise is on. (and a whole lot of commented out debugging)
1. Attempt to deal with unstable Orthonormal Base in Dynamic class (so far unsuccessful)2. Improvements to the 'Dynamic' (and by necessity, 'MovingEffects') applications (to be able to debug the previous)
1. Workaround for th issue that my shitty Nexus 4 crashes while compiling the vertext shader (actually the wave function)2. Improvements to the Dynamics app
minor stuff
Fix 4D and 5D noise, make noise N dimensional.
Bugfix for the fishy loops in 2D noise.
Some corrections for the new Noise, it is still fishy though (some suspicious loops form - see it with the ''Dynamics" example app, 2D, 3 points)
Completely redesign Noise in the Dynamics and move all the complexity to the parent class.
something does not work with it now :)
Move most of the NOISE complications from DynamicND classes to the parent Dynamic class.
New constructor to DistortedCubes - easily create a hole-less Cuboid.
Beginnings of a new example app - a waving flag.
No actual waving yet!
Javadoc.
Correct Javadoc issues
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