1. 16 Apr, 2013 1 commit
  2. 15 Apr, 2013 1 commit
  3. 11 Apr, 2013 2 commits
  4. 09 Apr, 2013 1 commit
  5. 05 Apr, 2013 2 commits
  6. 03 Apr, 2013 1 commit
  7. 02 Apr, 2013 1 commit
  8. 26 Mar, 2013 5 commits
  9. 25 Mar, 2013 3 commits
  10. 27 Feb, 2013 1 commit
  11. 25 Feb, 2013 2 commits
  12. 24 Feb, 2013 1 commit
  13. 20 Feb, 2013 1 commit
  14. 18 Feb, 2013 1 commit
  15. 17 Feb, 2013 1 commit
  16. 16 Feb, 2013 2 commits
  17. 24 Aug, 2012 1 commit
  18. 26 Apr, 2012 1 commit
  19. 27 Mar, 2012 1 commit
  20. 14 Mar, 2012 1 commit
  21. 15 Feb, 2012 1 commit
  22. 14 Feb, 2012 1 commit
    • Robert Menzel's avatar
      Automatic consistent attribute location mappings possible · 708174d6
      Robert Menzel authored
      Example:
      SharedLocationMappings globalLocationMappings = SharedLocationMappings( new LocationMappings );
      // now the map could get set by hand, but thats not needed:
      ShaderProgramFileManager::the()->get( ShaderProgramControlFiles("shader1").
                                            externAttributeLocations(globalLocationMappings) );
      // will add all maps from the shader1 to the global map
      ShaderProgramFileManager::the()->get( ShaderProgramControlFiles("shader2").
                                            externAttributeLocations(globalLocationMappings) );
      // will add all maps from shader2, attributes already known will not get changed, no location collitions.
      
      Reloading of the shaders due to changed files will automatically set the locations again.
      708174d6
  23. 09 Feb, 2012 2 commits
    • Robert Menzel's avatar
    • Robert Menzel's avatar
      Moved objects · 6c294ed8
      Robert Menzel authored
      OpenGL/Objects now only contains wrappers of OpenGL objects, all higher-level objects are moved to OpenGL/HiLevelObjects. Also moved LocationMappings to OpenGL/Data.
      OpenGL/Objects.hh still includes the high-level stuff. In the hi-level collection multiple alternative concepts can be collected to achieve similar functionality (Uniform objects instead of UniformBuffers for example) which is fine but should not lead to confusion that just the OpenGL objects in Objects/ are the main building blocks on which the HiLevelObjects/ rely on.
      6c294ed8