- 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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- 07 Feb, 2012 2 commits
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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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- 27 Jan, 2012 1 commit
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Robert Menzel authored
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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
- VertexBuffer and FrameBuffer renamed to VertexBufferObject and FrameBufferObject respectively. This convention is more consistent regarding the State, which now gets a FrameBufferObject (FBO), VertexBufferObject (VBO) and ShaderProgramObject (SPO) - Added controllers and objects to the Controller.hh and Objects.hh respectively - Added corresponding managers
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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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