Minor.
Properly initialize DynamicQuat.
Remove all the calls to DistortedLibrary.setMax() (except for app 'Check', which explictly checks this API)
Introduce another Uniform Block Object. Now we can have much more vertex and fragment effects - up their default number to 100.
Plug two more memory leaks. It should be fine now.
Plug a major memory leak.Still one more leak remains - a similar UniformBuffer has to be markedForDeletion in the EffectQueues.
Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.Next: convert the last part, i.e. the float effect parameters.
Cleanups
Fixes for the Rex Cube (mostly works now)
Bugfix: fix a long-standing bug where switching on normal vector drawing would interfere with transparency.
Bugfix: always normalize the normal vector after modifying it, otherwise the next effect might not work correctly (Distort!)
Bugfix: we initially need to set the maxTextureSize to MAX_INT, because otherwise early (i.e. before a call to onSurfaceCreated) calls to setTexture() will fail.
Put new things to the StackFrame.
Fix the fact that the static DistortedEffects.mAllQueues was global, shared between all Activities.Completely replace this mechanism with a non-static list of links from a VertexEffect to all VertexEffectQueues this effect is a member of.
Fix the fact that we would keep adding new InternalBuffers to the 'Done' list - split 'invalidate()' and 'recreate()' to two separate actions!
Start creating the Tutorial Activity.
More support for using the library from more than one activity. Should be working now!
More support for using the library from more than one activity
1) Beginnings of support for using the library from more than one activity2) rename DistortedLibrary.onCreate() to onSurfaceCreated()3) (rubik) add Cambodia's flag.
Improve the Skewb; set max components to 110 in MeshBase so that all of Professor Skewb's components fit.
Detect if the texture we are trying to upload is too large and return an error.
Do not crash if we try to map a texture component out of range.
New API for the library: add an empty texture component to a Mesh.Use this in thr Magic Cube to add empty texture components to some types of cubits.
Comments.
Comment.
Add an extra option to MeshPolygon: making triangles located around the vertices of the polygon smaller.
Progress with MeshPolygon.
Rename Meshes.
First attempt at new mesh - Polygon. Unfinished (normal vector!), untested
Remove the 'binding' parameter from the UBO in the vertex shader - this is not part of OpenGL ES 3.0, only introduced in 3.1, and we want to be compatible with 3.0.Now we need to dynamically detect the UBO index and form a BlockBinding ourselves.
Add component centers to dmesh version 2.
Update all the dmeshes to versions 2. Add the Dino dmesh.
Remove the 'inflate' vertex attributs from the Mesh and file format, and replace that with a per-component 'inflate centers' (which are as of yet untested)
Speedup: remember the mesh associations of VertexEffects only once, when they actually change, and not every time we compute() a VertexQueue.
Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.The point: ivec4s are always packed tightly in UBOs (which is going to be the next step)
Simplify AssociationUniformBlock
Bugfix.
Merge branch 'effects-ubo'
Bugfixes.
Introducing UBO to Effect Queues: step 1.
Move the 'effect association' part of MeshBase to a separate class.
Introduce an UBO to the vertex shader holding info about mesh effect associations.
Progress with the MeshFile app.
Also available in: Atom