- 08 Feb, 2012 1 commit
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Robert Menzel authored
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- 07 Feb, 2012 3 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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- 05 Feb, 2012 1 commit
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Robert Menzel authored
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- 03 Feb, 2012 2 commits
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Robert Menzel authored
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Robert Menzel authored
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- 02 Feb, 2012 3 commits
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Robert Menzel authored
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Robert Menzel authored
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Robert Menzel authored
The shared and weak pointers are now included via ACGL.hh, this way there is one one central place to replace the pointers if needed (C++11, TR1, boost, own variant). For this, they are placed in a ptr namespace so std:: (C++11) and str::tr1:: (C++98) variants as well as boost and own implementations can all get redirected. C++11 detection added and correct non-tr1 header include added (should make VS2010 porting easier).
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- 01 Feb, 2012 1 commit
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Janis Born authored
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- 18 Jan, 2012 1 commit
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Janis Born authored
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- 01 Dec, 2011 2 commits
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Robert Menzel authored
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Robert Menzel authored
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- 13 Sep, 2011 1 commit
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Robert Menzel authored
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- 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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- 06 Sep, 2011 1 commit
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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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- 04 Sep, 2011 1 commit
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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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- 24 Aug, 2011 2 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 1 commit
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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 1 commit
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Lars Krecklau authored
-Changed the state controller forcing the user to specify the needed pointers
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- 18 Aug, 2011 1 commit
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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.
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- 16 Aug, 2011 1 commit
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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..
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- 12 Aug, 2011 2 commits
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Lars Krecklau authored
Started to constify everything. The FileManager now returns a ConstSharedResource to prevent changes.
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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!
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- 11 Aug, 2011 1 commit
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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.
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- 10 Aug, 2011 2 commits
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Robert Menzel authored
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Robert Menzel authored
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- 04 Aug, 2011 1 commit
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Robert Menzel authored
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- 01 Aug, 2011 1 commit
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sebastian authored
shader attributes are now bound by their occurence in the shader source (just before linking the program)
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- 27 Jul, 2011 1 commit
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Robert Menzel authored
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