- 21 Jan, 2015 1 commit
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Robert Menzel authored
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- 30 Sep, 2014 1 commit
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Janis Born authored
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- 05 Jun, 2014 1 commit
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Philip Trettner authored
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- 04 Sep, 2013 1 commit
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Robert Menzel authored
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- 03 Jul, 2013 1 commit
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Felix Rath authored
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- 27 Jun, 2013 1 commit
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Robert Menzel authored
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- 02 Apr, 2013 1 commit
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Robert Menzel authored
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- 18 Feb, 2013 1 commit
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Robert Menzel authored
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- 17 Feb, 2013 1 commit
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Robert Menzel authored
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- 08 Feb, 2013 1 commit
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Robert Menzel authored
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- 06 Jan, 2013 1 commit
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Robert Menzel authored
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- 24 Aug, 2012 1 commit
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Robert Menzel authored
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- 01 Mar, 2012 1 commit
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Robert Menzel authored
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- 28 Feb, 2012 1 commit
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Janis Born authored
* Buffer * ShaderProgram * VertexArrayObject
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- 15 Feb, 2012 1 commit
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Robert Menzel authored
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- 14 Feb, 2012 2 commits
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Robert Menzel authored
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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.
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- 09 Feb, 2012 2 commits
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Robert Menzel authored
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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.
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- 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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