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magiccube / src / main / java / org / distorted / main @ 8d50e08d

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# Date Author Comment
8d50e08d 06/18/2020 09:03 PM Leszek Koltunski

Initial attempt at two-finger rotation.
Mostly works; still, one corner case doesnt:

- put two fingers down, start rotating
- lift one of them up
- put it back down

depending if we lifted the first or second finger, weird things may happen.

4c864c68 06/18/2020 11:05 AM Leszek Koltunski

Further improve rotations of a Object layer - make them independent of physical screen size (now it depends on the angle of rotation and, if that's 0, on the speed (in inches of second) of the finger swipe done by the user.

cd83d0aa 06/18/2020 10:39 AM Leszek Koltunski

Make the rotations and drag be independent of physical screen dimensions - take into account pixel density.

f0533889 06/17/2020 08:57 PM Leszek Koltunski

Split up the onTouch() part of the View.

1019cc43 06/17/2020 08:32 PM Leszek Koltunski

Improvements for the way we rotate layers of Objects: make it possible to begin a rotation during a WIN effect.

168b6b56 06/17/2020 03:45 PM Leszek Koltunski

Improvements for the way we rotate layers of Objects. (take the speed into account - so even if we rotated a layer of a Cube to less than 45 degrees, but we did it fast, do a 90 degree rotation!)

c1df2105 06/16/2020 07:37 PM Leszek Koltunski

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

cb004f2e 06/16/2020 12:24 PM Leszek Koltunski

Take advantage of recent improvements to the library and stop allocating a queue of 4 FBOs - even if we are running on a Mali r12.

ccf9fec5 06/13/2020 10:43 PM Leszek Koltunski

Read the meshes from .dmesh files (rather than compute them dynamically).
This (along with single-mesh mode) hopefully makes the rendering much faster, while keeping the time needed for Object Change low.

The only downside: this increases the size of the release APK from 6 MB to 9.6 MB.

5a4d4fba 06/09/2020 11:18 PM Leszek Koltunski

Convert the PostRender to a PreRender, called before we render.
This makes more sense as this way things are prepared for the very first render.

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