Remove unused imports.
Finish the Rubik app.
Refactor the 'Generic' app.
Avoid a potential crash on exit
Before we start rendering, effects can always be added.
Fix several more apps for the 'center-of-matrix-effects-in-screen-center' change.
Merge branch 'master' into empty-matrix-effects-in-the-center
Bugfix: default, MAX region cannot be of Float.MAX_VALUE radius - then in the shader we can have an overflow. Make it 1000000 in radius.
Move the defualt state of an Object to be in the center of the screen (rather than the bottom-left like before)
1) new 'Rubik' app (skeleton)2) MeshCubes: add support for custom texture mappings on each side (Rubik needs that!)
Some improvements to the Wind app - still does not look very realistic though :(
Correct Distort.
Make Distort truly 3D.
Fixes for some stuff discovered while making the Distort effect fully 3D:
- make MeshSphere's normal lengths be 1 (used to be 0.5)- make the Effect3D app display precise values of the Center and Region vars.
Relax requirements on when we can call DistortedEffects.setMax().
Before this change one had to call it before creation of shaders and before any of the DistortedEffects classes got created.This commit removes the second requirement so now with setMax it's just like with enabling effects: it's best done in onSurfaceCreated.
Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).
Make the Sink effect fully 3D.
Correct the z-axis of the center of fragment effects (it was inverted)
Progress with the Earth app.
Make the Fragment effects truly 3D: change their 4D 'region' into a 3D 'center' (a point in 3D) and 3D 'region' (which is now a set of 3 radii defining an ellipsoid around the center)
Also corresponding changes to the applications.
Further fixes for the new fully 3D vertex region.
Redefine the Vertex Region from (x,y,r,unused) to (x,y,z,r). This takes into account the 'Z', which makes it possible to warp only one side of a 3D Mesh like Sphere.
Also corresponding changes in applications.
Simplify MeshSphere by deriving it not from a regular icosahedron (which has a problem of a wiggly seam line at the 'change of date' in the back of the sphere) but something that at the back has a straight vertical border between triangles: a diamond-like 16-faced solid.
Make Matrix effects Rotate and Quaternion actually correct when it comes to the Z-axis. Also corresponding adjustments in apps.
Sphere: map the texture a bit better around the seam and the poles.
Fix (hopefully the last!) probelm with texturing the Sphere: the seam in the back.
One more improvement with texturing the Sphere.
Still one problem with texturing remains.
Further fix for the Sphere. Now hopefully only the texture mapping is wrong.
Some fixes for Sphere; still not completely ok though.
Add support for MeshSphere (add ability to display it in the 'Effects3D' and 'Inflate' apps).Still a bit buggy!
Minor.
New MeshQuad class.
- new icon for the GLOW app- rename the BitmapTree app to ObjectTree
Fix the bug where the postprocessed GLOW halo of a Cube would be of different colors depending on the order of rendring of the cube sides. (one needed to switch off BLENDing while preprocessing )
Fix the bug where the postprocessed halo would not work for the first few frames of each quality level (before this commit the bug was visible in the 'GLOW' app).
Minor cleanups.
Properly clean up static varaibles in the Effect classes!
Improve computation of the thickness of the postprocessing halo - should be independent of the size of underlying object now.Still it is not completely ok, it appears to depend on the ModelView matrix (use the Effects3D app to rotate the object around Z-axis to see this)
MeshCubes: Correct texturing of side walls. Everything should be correct now.
MeshCubes: Correct texturing of side walls. (still not everything is right there)
Make the Effects3D app a bit more user-friendly.
Bugfix: make the Inflate distances equal in all 3 dimensions regardless of dimensions of the Mesh. (still MeshFlat's Z dim needs to be corrected)
Bugfix for the situation when we would be BLURring an object, then we remove the BLUR and apply a GLOW, then remove the GLOW and apply BLUR again - the second BLUR would assume the color of the GLOW.
Important bugfix in MeshCubes for the Inflate vectors.
Translate the size of the Halo around postprocessed objects from 'number pixels around the object' (as held in the Effects themselves) to a float suitable for Inflating the underlying Mesh with the per-vertex Inflate vectors.
Progress with the Inflate vector in MeshCubes.
Pretty much works now - what remains is calibration.
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