- 12 Sep, 2011 2 commits
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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.
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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
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- 11 Sep, 2011 2 commits
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Robert Menzel authored
Merge branch 'master' of ssh://beatrix.informatik.rwth-aachen.de/data/git-repository/acgl/libraries/acgl
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Robert Menzel authored
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- 09 Sep, 2011 1 commit
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Andreas Neu authored
-RenderObject now checks if a mapped attribute location is != -1 before it sets the pointer and enables the location.
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- 08 Sep, 2011 1 commit
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Robert Menzel authored
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- 07 Sep, 2011 1 commit
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Robert Menzel authored
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- 06 Sep, 2011 3 commits
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Robert Menzel authored
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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
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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
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- 05 Sep, 2011 5 commits
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Robert Menzel authored
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Robert Menzel authored
* improved compatibility with pure core profiles * minor typos
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Robert Menzel authored
* ShaderProgramControlAutoFiles now only tries to (re)load geometry and tessellation shaders if they are supported * desktop support is checked at runtime, OpenGL ES does not compile support for these stages at all
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Janis Born authored
ShaderProgramControlAutoFiles only tries to load shader files other than .vsh and .fsh if they actually exist; also try to load tessellation control (.tcsh) / evaluation (.tesh) shaders
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- 04 Sep, 2011 2 commits
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Robert Menzel authored
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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
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- 03 Sep, 2011 1 commit
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Robert Menzel authored
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- 02 Sep, 2011 4 commits
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Robert Menzel authored
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Robert Menzel authored
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Robert Menzel authored
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- 01 Sep, 2011 3 commits
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Lars Krecklau authored
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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
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Andreas Neu authored
-By assigning the shader to the FrameBufferObject Controller you can now assign the FragmentData Targets in a different order.
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- 30 Aug, 2011 4 commits
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Lars Krecklau authored
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Janis Born authored
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Janis Born authored
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- 24 Aug, 2011 3 commits
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Robert Menzel authored
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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
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- 23 Aug, 2011 4 commits
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Andreas Neu authored
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Andreas Neu authored
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Robert Menzel authored
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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).
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- 19 Aug, 2011 4 commits
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Andreas Neu authored
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Andreas Neu authored
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Robert Menzel authored
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