re-write the deform effect
rearrange comments
Merge remote-tracking branch 'origin/master'
Allow more than the default number of concurrent VERTEX and FRAGMENT effects in Effects3D.
New vertex effect 'PINCH'
Complete moving center to 3D.
Make the effect Center be always 3D.
Unify Effects3D and Matrix3D (still incomplete!)
Encode more info in the EfectNames enum.
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
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