Improve locking in DistortedObject.DistortedMaster: slaves can be NULL !
1) make the Dynamic.setDuration() able to be called AFTER the Dynamic has already been run. (and rename it to 'makeRunNowFor()' )2) remove the automatic removal of zero Effects from EffectQueues.3) adjust several Apps to cope with 2)4) add post-rotation to Rubik (still not finished)
Add correct normal vectors to the PINCH effect. The effect is now fully 3D.
Make the 'PINCH' effect fully 3D (define its acting line in terms of (latitude,longitude) angle pair).
Still, something is not fully working in the Earth app with the effect - investigate.
Add (simplified, approximated) shading to the Sink effect, i.e. move the normal vectors.
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 :(
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.
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