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# Date Author Comment
f0d1f003 08/13/2020 01:35 PM Leszek Koltunski

New effect VertexEffectDisappear

fdb60725 08/12/2020 09:53 AM Leszek Koltunski

Correct an issue shown by Crashlytics: sometimes it would crash in the library in InternalOutputSurface.setAsOutput() when trying to 'read from null array' mFBOH[].

62c869ad 08/06/2020 11:50 PM Leszek Koltunski

Fix normals in case of MatrixEffectScale / Shear.
Fix displaying the normal vector.

be42e989 08/02/2020 10:41 PM Leszek Koltunski

Fix modifications of normals in VertexEffectScale and VertexEffectShear.

9f28e9b6 08/01/2020 09:37 PM Leszek Koltunski

Progress with the Dino.

c1fa9e3c 07/30/2020 03:18 PM Leszek Koltunski

When blurring or glowing, we need to CLAMP_TO_EDGE the texture - otherwise part of the blur or glow could appear on the other end of the texture.

4db11f0c 07/30/2020 10:38 AM Leszek Koltunski

Improve the Blur App to catch the bug where a small part of the Blur (and Glow) halo gets displayed on the other edge of the surface.

5fa528a6 07/28/2020 11:14 PM Leszek Koltunski

Correct Inflate vectors in Triangles mesh

aa6e92f2 07/28/2020 10:46 PM Leszek Koltunski

Improve debugging in DistortedScreen

22f537a5 07/22/2020 10:09 PM Leszek Koltunski

Correct a subtle bug iin Framebuffer: in recreate(), we need to mark the FBOs as deleted on GPU; otherwise later we might delete them - and when we do, they might belong to another Framebuffer already!

8376b7d1 07/20/2020 08:47 PM Leszek Koltunski

Fix the fact that Distort was rotating normals outside of its region!

fd836a41 07/20/2020 07:42 PM Leszek Koltunski

Fix the fact that the Normal and OIT programs would not work after a period of being paused.

246d021c 07/20/2020 05:11 PM Leszek Koltunski

1) rename DistortedTexture's setColor to setColorARGB
2) fix the Wiind app to take into account paused time
3) fix the Dynamic so that if a single Dynamic is used more than once (in more than one effect) than it doesn't get adjusted for paused time multiple times.

0bff397a 07/20/2020 12:01 PM Leszek Koltunski

Fixes for pausing and restarting.

0273ef2a 07/18/2020 10:39 PM Leszek Koltunski

Fixes for pausing and restarting.

0876b482 06/23/2020 05:08 PM Leszek Koltunski

Improve setting text size in Spinners (forgotten part).

06ddd60d 06/16/2020 08:26 PM Leszek Koltunski

Fixes for the previous commit.

d99fcc9c 06/16/2020 07:37 PM Leszek Koltunski

Only compile the Full, Normal & OIT programs when they are actually needed.

5f35f1cb 06/16/2020 12:19 PM Leszek Koltunski

Only insert the 'Mali r12' FBO queue fix if we actually are running on a Mali GPU with driver version <22. (then FBOQueue=4 - unless we manually overide this down to 1 - else, always 1)

1833b0a0 06/15/2020 01:48 PM Leszek Koltunski

Library: introduce a new form of the MeshRectangular grid, where the individual rows and columns can be each of different width. This help reduce the number of vertices in objects as typically we are only interested at distorting a certain subregion.

Modify the Bean app to take advantage of this.

54ce4c6f 06/14/2020 06:30 PM Leszek Koltunski

Progress with the MeshFile app.

5eb4cc34 06/13/2020 08:28 PM Leszek Koltunski

Reading a mesh from the .dmesh file works now.

bc2ab8c5 06/13/2020 02:52 PM Leszek Koltunski

Reading a mesh from the .dmesh file might work now. Checked on two small meshes.

22422a76 06/11/2020 03:03 PM Leszek Koltunski

Initial support for a writing a Mesh to a file and restoring it from a file (new class MeshFile).
Untested!

10836924 06/10/2020 12:24 PM Leszek Koltunski

new app icons; skeleton of reading/write a Mesh from/to a file.

22d3c4b4 06/09/2020 10:46 PM Leszek Koltunski

- Decrease FBO queue size to 3
- do clean the output surface even if it doesn't have any children (in renderChildren)

b8f8ef5c 06/09/2020 07:18 PM Leszek Koltunski

New option to display current frame number in the upper-left corner of a DistortedScreen.

8e3b71e2 06/07/2020 08:42 PM Leszek Koltunski

More progreess porting RubikCube.

e0343804 06/07/2020 01:41 PM Leszek Koltunski

Bugfix and new debugging methods in MeshBase
DeferredJob app rewritten to show the (just fixed) bug

96877ab4 06/06/2020 11:28 PM Leszek Koltunski

Begin porting RubikCube to the new SingleMesh library. This will make rendering much faster - e.g. in case of Cube 5, instead of 98 renders of individual Cubits, there will be one render of the whole Mesh.

dbe3079d 06/06/2020 09:31 PM Leszek Koltunski

Extend the MeshBase.setTextureMaps API so that we are able to set a single texture map to a single texture component, or a few consecutive at a time, not necessarily starting from component 0.

93aa7e5a 06/06/2020 04:58 PM Leszek Koltunski

Do NOT sett viewport to (500,500) when pre-appllying vertex effects as that causes the first (few?) frames the pre-applied Mesh is displayed to be displayed in a wrong place on the screen.

26671ef8 06/06/2020 12:17 AM Leszek Koltunski

Library: make setEffectAssociation a deferred job (because we do copy the uniforms during join!)
SingleMesh App: almost finished.

f45e4279 06/05/2020 12:34 PM Leszek Koltunski

Progres with SingleMesh; bugfix in MeshBase.apply(Matrix)

e8925fcd 06/04/2020 11:34 PM Leszek Koltunski

Big change to MeshBase:
1) split the list of Components into two: 'texture map' components and 'effect' components.
Reason: imagine the Rubik Cube with a Solver. When setting up a initial position in the Solver, we need to be able to set texture maps of each individual face of each cubit....

2aeb75aa 06/03/2020 08:25 PM Leszek Koltunski

Update Myanmar flag.

1fad573e 06/01/2020 10:40 PM Leszek Koltunski

DeferredJobs app/lib works now

6923706f 05/31/2020 09:31 PM Leszek Koltunski

Progress with DeferredJobs app/lib (still does not work though)

4c68cfd3 05/31/2020 06:51 PM Leszek Koltunski

Progress with DeferredJobs app (proves with the library part does not work :)

a8dfedcc 05/31/2020 05:39 PM Leszek Koltunski

Progress with DeferredJobs (apply, copy, merge & join should be working now - untested)

f4c5a46e 05/30/2020 11:55 PM Leszek Koltunski

1. New icon for PreDeform app
2. Library: advances with DeferredMeshJobs

71d8aba1 05/30/2020 08:07 PM Leszek Koltunski

Bugfix ( Mesh shallow copy wasn't working )

07206c71 05/30/2020 06:44 PM Leszek Koltunski

First attempt at Deferred Mesh Jobs.
Only apply(VertexEffect) supported for now.

aee078f8 05/30/2020 12:16 AM Leszek Koltunski

Correct VertexEffectQueue in the Mesh. There's no need to have a separate Queue in every component.

60fdf71d 05/29/2020 07:06 PM Leszek Koltunski

Only show the OpenGL Error dialog when the underlying hardwarre does not support OpenGL ES 3.0.

c52ddff8 05/29/2020 06:24 PM Leszek Koltunski

Preparation for saving/reading Meshes to/from a file.

36d65d88 05/29/2020 03:48 PM Leszek Koltunski

Progress making it possible to apply Vertex Effects only to some Components of a Mesh.

a79650a2 05/27/2020 11:43 AM Leszek Koltunski

Report a Crashlytics non-fatal if we fail to compile some shaders.

1e667536 05/26/2020 12:53 PM Leszek Koltunski

1) Cube: convert it to the latest library. Main difference: objects are rendered better, individual cubits have rounded corners.
2) Examples: some adjustments to MeshJoin & Predeform
3) Library: fix a bug in main_vertex_shader's 'degree' function, which didn't work proprely in case of a vertex which was exactly at the center (i.e. vector PS was zero)

4f81e0c8 05/24/2020 09:03 PM Leszek Koltunski

In library: allow a mixture of a deep and shallow copy of a Mesh ( mVertAttribs1 might be copied deeply or shallowly, mVertAttribs2 are always copied deeeply).
Port RubikCube to the new library.

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