- 10 May, 2013 1 commit
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Robert Menzel authored
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- 13 Mar, 2013 1 commit
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Janis Born authored
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- 12 Mar, 2013 1 commit
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Robert Menzel authored
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- 17 Feb, 2013 2 commits
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Robert Menzel authored
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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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- 29 Jan, 2013 1 commit
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Janis Born authored
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- 06 Jan, 2013 1 commit
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Robert Menzel authored
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- 13 Dec, 2012 1 commit
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Robert Menzel authored
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- 26 Aug, 2012 1 commit
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Robert Menzel authored
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- 24 Aug, 2012 2 commits
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Robert Menzel authored
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Robert Menzel authored
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- 24 Jul, 2012 1 commit
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Robert Menzel authored
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- 23 Jul, 2012 1 commit
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Robert Menzel authored
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- 27 Jun, 2012 1 commit
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Janis Born authored
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- 31 May, 2012 2 commits
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Robert Menzel authored
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Robert Menzel authored
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- 28 May, 2012 1 commit
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Robert Menzel authored
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- 11 Apr, 2012 1 commit
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Janis Born authored
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- 29 Mar, 2012 1 commit
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Janis Born authored
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- 19 Mar, 2012 1 commit
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Janis Born authored
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- 14 Mar, 2012 2 commits
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Janis Born authored
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Janis Born authored
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- 13 Mar, 2012 2 commits
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Janis Born authored
(fixes VAOFileManager reloading every frame)
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Janis Born authored
controllers for VAO, ShaderProgram, FBO now apply external attribute settings before merging in their own
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- 07 Mar, 2012 4 commits
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Janis Born authored
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Janis Born authored
* most members of RenderObject are now const (compatibility with resources loaded from FileManagers)
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Janis Born authored
* VertexArrayObjectControl * VertexArrayObjectControlFile * ShaderProgramControlFiles * FrameBufferObjectControl
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Janis Born authored
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- 01 Mar, 2012 1 commit
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Robert Menzel authored
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- 29 Feb, 2012 1 commit
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Janis Born authored
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- 22 Feb, 2012 3 commits
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Janis Born authored
* uses GeometryDataControlFileFactory for loading * should replace ArrayBufferControlFileATB
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Janis Born authored
* remove debug outputs
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Janis Born authored
* implement a more versatile PNM loading routine
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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
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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Robert Menzel authored
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- 13 Feb, 2012 2 commits
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Robert Menzel authored
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Robert Menzel authored
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- 10 Feb, 2012 1 commit
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Robert Menzel authored
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