- 01 Feb, 2012 1 commit
-
-
Janis Born authored
-
- 18 Jan, 2012 2 commits
-
-
Janis Born authored
-
Janis Born authored
* move mMode fom ArrayBuffer to VAO * add attachAllAttributes method to VAO * allow adding VAO attributes without binding them (location == -1) * store state of previous VAO binding in static field
-
- 01 Dec, 2011 3 commits
-
-
Robert Menzel authored
-
Robert Menzel authored
-
Robert Menzel authored
-
- 29 Nov, 2011 2 commits
-
-
Robert Menzel authored
-
Robert Menzel authored
-
- 24 Nov, 2011 1 commit
-
-
Lars Krecklau authored
* Added constness to the buffers which are hold by the vertex buffer object (otherwise you cannot attach const buffers and there is no reason why this should not be possible) * IMPORTANT: Fixed a major bug in the ACGL RenderObject which caused a wrong mapping to the array buffers! All projects should update to this newest version of ACGL!
-
- 23 Nov, 2011 1 commit
-
-
Robert Menzel authored
-
- 09 Nov, 2011 1 commit
-
-
Lars Krecklau authored
* Furthermore introduced a factory to register new file types (currently jpg and png). * Added support for cube mapping This commit closes #106, #107
-
- 14 Oct, 2011 1 commit
-
-
Andreas Neu authored
-
- 11 Oct, 2011 1 commit
-
-
Lars Krecklau authored
Changed primitive int types in the texture to the correct OpenGL types and fixed the initialization list of the jpg controller
-
- 20 Sep, 2011 1 commit
-
-
Janis Born authored
* setWrap() will now only be called if a wrap value was explicitly set before * added rare error check
-
- 19 Sep, 2011 1 commit
-
-
Janis Born authored
-
- 13 Sep, 2011 2 commits
-
-
Janis Born authored
* Extended RenderBufferControl accordingly
-
Robert Menzel authored
-
- 12 Sep, 2011 4 commits
-
-
Robert Menzel authored
-
Robert Menzel authored
* First version of VertexArrayObjects * added VAO related functions to the DSA extension
-
Robert Menzel authored
OpenGL object names were misleadingly named context which can be mixed up with the OpenGL context. Object name is the correct term used in the specs.
-
Robert Menzel authored
* Reduced warnings (by adding casts, removing unused variables etc) * Deactivated warnings inside of GLM (gcc only) * Fixed setUniform bug where the transposed parameter for matrixes was ignored
-
- 11 Sep, 2011 1 commit
-
-
Robert Menzel authored
-
- 07 Sep, 2011 1 commit
-
-
Robert Menzel authored
-
- 06 Sep, 2011 3 commits
-
-
Robert Menzel authored
-
Robert Menzel authored
* Some GL 2.1 compatibility improvements: * On GL 2.1 the shaderfiles are read from a different folder by default * 3.0+ functions are not compiled for 2.1 any more * The RenderObject is not 2.1 compatible, so it's not compiled for old systems atm. A port could be possible. * ACGL compiles for GL 2.1 now * Added compile warning in case the desired OpenGL version is not defined by the build system (which could screw up conditional compile) * Minor fixes
-
Robert Menzel authored
* GLEW is not core profile campatible, new ACGL::init() code tries to work around that NOTE: on core profile systems (like OSX 10.7 Lion) no extension will be detected by GLEW * Added some optional error checks that helped finding compatibility errors
-
- 05 Sep, 2011 1 commit
-
-
Robert Menzel authored
* improved compatibility with pure core profiles * minor typos
-
- 04 Sep, 2011 2 commits
-
-
Robert Menzel authored
-
Robert Menzel authored
* OpenGL 4.1 style glProgramUniform functions are provided as mappings from an extension or emulation * mapping functions now consider OpenGL ES and native support for iOS 5 * ShaderProgram uses glProgramUniform instead of the EXT version like in OpenGL 4.1 * Easy to query OpenGL version numbers in OpenGL::Tools added * clean up in ACGL::init() * namespaces in the extension file
-
- 01 Sep, 2011 1 commit
-
-
Andreas Neu authored
-Added member to the Attribute struct (VertexBufferObject) in order to save the index of the attribute within the shader -VertexBufferObjectControl and VertexBufferObjectControlFileOBJ can now do the mapping based on a shaderProgram assigned to them
-
- 24 Aug, 2011 2 commits
-
-
Robert Menzel authored
-
Robert Menzel authored
* Added support for direct state access based uniform setting in the ShaderProgram * functions from the EXT_direct_state_access extension can get emulated if the extension is not present in this case ACGL will map the simulated versions automatically to the *EXT function pointers so a programmer can just call the *EXT versions and doesn't have to care if the machine the code will get run on does support this extension (as long a simulated version already exists) * not all functions have emulated version right now, so check if an alternative exists before relying on functions from this extension in ACGL lib or implement the missing simulation function to support machines without this extension * all glProgramUniform functions can be emulated (plus some others that were quick to implement) * dummy functions for all other simulation functions exist
-
- 23 Aug, 2011 2 commits
-
-
Robert Menzel authored
-
Lars Krecklau authored
-Created the RenderObject from the State. The RenderObject now only composes VBOs, SPOs and FBOs and automatically creates the right mappings between them. -Removed the pre processor from the shader class, since we now only work with the gl getters to retrieve any locations (uniform, attribute, fragdata). -The ShaderProgram controllers have the possibility to define the order of the attributes manually (so the programmer can work with conventions).
-
- 19 Aug, 2011 6 commits
-
-
Andreas Neu authored
-
Lars Krecklau authored
-
Lars Krecklau authored
-Added SPOs to the state object
-
Andreas Neu authored
-Modified Controller.hh to add the include path to ViewportControl.hh -Modified Viewport.hh to use GLint for the offset and GLsizei for the size -Modified Managers.hh to have a typedef ViewportNameManager
-
Lars Krecklau authored
- VertexBuffer and FrameBuffer renamed to VertexBufferObject and FrameBufferObject respectively. This convention is more consistent regarding the State, which now gets a FrameBufferObject (FBO), VertexBufferObject (VBO) and ShaderProgramObject (SPO) - Added controllers and objects to the Controller.hh and Objects.hh respectively - Added corresponding managers
-
Andreas Neu authored
-State::enableFrameBuffer() -> State::bindFrameBuffer() -Added State::useViewport() -Added Viewport::use() -Added VertexBuffer::enable() VertexBuffer::disable() -Modified VertexBuffer::render to be inline and just call enable() draw() disable()
-