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# Date Author Comment
350cc2f5 10/18/2016 11:19 AM Leszek Koltunski

Make the WAVE effect 5D (extra parameter 'offset')

522eebc8 10/17/2016 11:36 PM Leszek Koltunski

Add Static5D and Dynamic5D.

8298e6af 10/17/2016 03:52 PM Leszek Koltunski

Improvements to comments.

35bece36 10/17/2016 03:12 PM Leszek Koltunski

Reflect the fact that we are no longer caching sine and cosine in the EffectNames comments.

d0c902b8 10/17/2016 03:04 PM Leszek Koltunski

swap the 2nd and the 3rd parameters in the WAVE effect and improve comments for the WAVE user API.

5b1c0f47 10/17/2016 02:12 PM Leszek Koltunski

Switch off the pre-compulting of sin and cos in CPU as it turns out that those two are single-instruction functions on any modern GPU ( http://www.gamedev.net/topic/322422-number-of-gpu-cycles-for-cos-and-sin-functions/ - link form 2005 ! )

f256e1a5 10/16/2016 10:37 PM Leszek Koltunski

Improve the comment the WAVE effect.

57297c51 10/16/2016 10:27 PM Leszek Koltunski

Correct one more issue with computation of WAVE.

c6ea3680 10/12/2016 09:50 PM Leszek Koltunski

Correct one issue with incorrect shadows in WAVE when V.z <0 .

73af5285 10/12/2016 12:29 AM Leszek Koltunski

Now we can add up the WAVE effect to others with smooth shading! Remaining issues:

- when angle A < 0, the shades are wrong
- sometimes (check with the 3D vertex & Fragment effects' app) we get black spots at seemingly random points. Looks like computational instability again.

06d71892 10/10/2016 10:15 PM Leszek Koltunski

Shades in the WAVE effect fully working, if the effect is the only one.

Remaining: combine the shades with other effects!

39b80df0 10/09/2016 10:42 PM Leszek Koltunski

Shades of the WAVE effect (almost!) working.

a7067deb 09/15/2016 09:04 PM Leszek Koltunski

small improvements in DISTORT

9ea4f88f 08/31/2016 10:39 PM Leszek Koltunski

Better normals in DISTORT

815869cb 08/30/2016 04:55 PM Leszek Koltunski

Vertex positions fully 3D now. Remaining: normals!

02ef26bc 08/30/2016 04:29 PM Leszek Koltunski

Preparation to make the WAVE effect fully 3D

6ddda212 08/29/2016 09:34 PM Leszek Koltunski

Adjustments for EffectQueueVertex.postprocess()

9b82becd 08/29/2016 06:32 PM Leszek Koltunski

Improvements for WAVE

4fde55a0 08/29/2016 04:51 PM Leszek Koltunski

Beginnings of the WAVE effect.

20af7b69 08/24/2016 09:31 PM Leszek Koltunski

Correct an important bug in the vertex shader.

b = 1/a if a!=0, 1 otherwise was incorrectly computed as b = 1.0 / (a+1.0-sign(a)). This, when 0<a<2^-24, suffers from 'round-off error': then a+1.0 = 1.0 (sic!) thus b = 1/0 !.

Correct way: b = 1.0 / ( a - (sign(a)-1.0) )

e4878781 08/22/2016 11:15 AM Leszek Koltunski

Fixes for fragment effects in Effects3D.

77fcb24d 08/11/2016 10:41 PM Leszek Koltunski

Fix for Bug #17: Regions of Fragment Effects migrate.

Fix is: don't send vertex position and the Fragment Effect region to the fragment shader already multiplied by the ModelView matrix (that introduces the imprecise interpolation because of the projection effect) but simply send both of them in local coords.

42e08626 08/09/2016 02:22 PM Leszek Koltunski

Remove the MACROBLOCK Effect altogether.

985ea9c5 08/09/2016 12:11 PM Leszek Koltunski

Finally fix the 'when rendering though an FBO, the other side of triangles is visible'

79f172ab 08/07/2016 10:50 PM Leszek Koltunski

Fix the 1x1 case! Before it used to be impossible to create a DistortedBitmap just with 2 triangles!

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