- 07 Feb, 2012 1 commit
-
-
Robert Menzel authored
-
- 05 Feb, 2012 3 commits
-
-
Robert Menzel authored
-
Robert Menzel authored
-
Robert Menzel authored
-
- 03 Feb, 2012 4 commits
-
-
Robert Menzel authored
-
Robert Menzel authored
-
Robert Menzel authored
-
Janis Born authored
* remove unused mBufferMappings * warn when mapping multiple locations to same attachment * cap size for bufferMappings at GL_MAX_DRAW_BUFFERS * bind FBO before validate()
-
- 02 Feb, 2012 3 commits
-
-
Robert Menzel authored
-
Robert Menzel authored
-
Robert Menzel authored
-
- 01 Feb, 2012 2 commits
-
-
Janis Born authored
-
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
-
- 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!
-
- 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
-
- 09 Sep, 2011 1 commit
-
-
Andreas Neu authored
-RenderObject now checks if a mapped attribute location is != -1 before it sets the pointer and enables the location.
-
- 06 Sep, 2011 2 commits
-
-
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
-
- 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
-
- 30 Aug, 2011 1 commit
-
-
Janis Born authored
-
- 23 Aug, 2011 1 commit
-
-
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
-Added SPOs to the state object
-
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()
-
Lars Krecklau authored
-Changed the state controller forcing the user to specify the needed pointers
-
Andreas Neu authored
Validation methods have been added VertexBuffer::validate() and FrameBuffer::validate(). These are called by State::validate()
-
- 18 Aug, 2011 3 commits
-
-
Andreas Neu authored
so that the overhead is taken out of the State::render() method. Furthermore State::update now builds an attribute list ordered by the array-buffer-id in order to avoid multiple bind calls of the same array buffer.
-
Andreas Neu authored
-
Andreas Neu authored
Added the class State to the framework in order to manage combinations of VertexBuffer, FrameBuffer and ShaderProgram. The class automatically creates a mapping between the attributes of vertexbuffers and shaders. Furthermore a mapping between FragDatas of shaders and rendertargets of framebuffers are created.
-
- 16 Aug, 2011 1 commit
-
-
Andreas Neu authored
call glBindFragData(...). The RenderTargets of a FBO can now be named. Furthermore every occurence of 'aPosition' has been changed to 'iPosition' etc. for aColor, aNormal..
-
- 12 Aug, 2011 2 commits
-
-
Lars Krecklau authored
Started to constify everything. The FileManager now returns a ConstSharedResource to prevent changes.
-
Lars Krecklau authored
Removed static contexts from the opengl object. In future, this has to be handled by our opengl wrapper, which will hold a copy of the gl state on cpu side. Made all opengl contexts not copyable. Created a macro for the shared typedefs which directly creates a const version of the pointer. Started to change some opengl object functions to be non-const although they might not change any class members, because the function still might change something on gpu side. Therfore, returning the context of any opengl object is also non-const now! Changed the renderbuffer constructor to just create the context and moved the rest to its corresponding controller. Removed own type enums in opengl objects => ONLY use the orginial GLenums here!
-
- 11 Aug, 2011 1 commit
-
-
Andreas Neu authored
Until now only the class Texture used it. Now it has been added to ElementArrayBuffer, ArrayBuffer, FrameBuffer and ShaderProgram. Static class members have to be initialized outside the header, so the file ElementArrayBuffer.cc had to be added. Unbind calls e.g. glBindBuffer(GL_ARRAY_BUFFER, 0) outside of the specific class are not useful anymore, because it would not reset the static context variable and thus lead to bugs/crashes.
-
- 10 Aug, 2011 1 commit
-
-
Robert Menzel authored
-