Minor.
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.
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