LEColorPickerGPU added
Now scaledImage method was moved to LEColorPicker class, and now uses width and height as inputs. Also, LEColorPickerGPU is generating a pixel array.
Little new code
1. UIImage+LEColorPicker method getRGBAsFromImage.. renamed to arrayOfColorPixels.FromImage:atX:andY:count.
2. Progress implementing arrayOfColorVertexesFromImage C function, to generate vertexes array, in LEColorPicerGPU. Still working on it.
1. LEColorPicker: now LEColorPickerGPU is used.
2. LEColorPickerGPU: Little function for vertex array printing implemented.
LEColorPickerGPU: Added random color palette generation.
Shaders added.
Lot of changes for generating the vertex array. The first structure was wrong. Now is a one dimension array.
Architecture changed (yes, again). Now we will only support GPU color calculation, now you will need to create an instance of LEColorPicker to get a LEColorScheme. Now LEColorPicker "pickColorsFromImage" method will return the colors through a LEColorScheme object. LEColorScheme class is added to the project, this objects will be used to return colors calculated.
LEColorPicker.m: Added code to load a texture in OpenGL ES
LEColorPicker: Texture configuration moved to method setupTextureFromImage:
- Files for ColorFilter and DominantColor shaders added.
- Added working process for texture creation and texture processing.
Render method progress added, still not functional, now we need to implement the method for save the output buffer as png for testing.
Framebuffer to png writing implemented.
Now rendering is working, but noes LEColorPicker inherits from UIView and is added as subview in ViewController. I'm not happy with that, so I will search a way to no use it like that. And we still have problems with the texture, the texture is not rendered.
Name of inputs in DominantColorShader.fsh were corrected
OK, now the texture does a roundtrip to the GPU! At last!
DominantColorShader: RGBA to YUV conversion, comparing the fragment to every pixel in the texture, calculating distance and putting the accumulation in the red component of the fragment color output. Significant advance.
DominantColorShader: DominantColor search rest ringed only to one quarter of the image.
LEColorPicker: Again GCD added, and attribute  savedImage added for saving the image and set it in the main queue.
DominantColorShader: Still trying to convert correctly de accumulator to a lowp float.