1. 05 Jul, 2013 1 commit
  2. 24 Aug, 2012 1 commit
  3. 20 Jul, 2012 1 commit
  4. 11 Jul, 2012 1 commit
  5. 03 Apr, 2012 1 commit
  6. 23 Mar, 2012 1 commit
  7. 10 Feb, 2012 1 commit
  8. 08 Feb, 2012 2 commits
  9. 05 Feb, 2012 2 commits
  10. 03 Feb, 2012 1 commit
  11. 02 Feb, 2012 3 commits
    • Robert Menzel's avatar
      cleanups, working on VAOs · 2c552974
      Robert Menzel authored
    • Robert Menzel's avatar
      some cleanups · 69098a81
      Robert Menzel authored
    • Robert Menzel's avatar
      Moved shared pointer includes · 795bcd09
      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).
  12. 18 Jan, 2012 1 commit
    • Janis Born's avatar
      refactoring of ArrayBuffer and VertexArrayObject · a9cebf32
      Janis Born authored
      * move mMode fom ArrayBuffer to VAO
      * add attachAllAttributes method to VAO
      * allow adding VAO attributes without binding them (location == -1)
      * store state of previous VAO binding in static field
  13. 01 Dec, 2011 1 commit
  14. 29 Nov, 2011 1 commit
  15. 12 Sep, 2011 1 commit
  16. 11 Sep, 2011 1 commit
  17. 06 Sep, 2011 1 commit
  18. 18 Aug, 2011 1 commit
    • Andreas Neu's avatar
      Added the class State to the framework in order to manage combinations of... · 269a6c27
      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.
  19. 16 Aug, 2011 1 commit
  20. 12 Aug, 2011 2 commits
    • Lars Krecklau's avatar
      Started to constify everything. The FileManager now returns a... · 177f61b8
      Lars Krecklau authored
      Started to constify everything. The FileManager now returns a ConstSharedResource to prevent changes.
    • Lars Krecklau's avatar
      Removed static contexts from the opengl object. In future, this has to be... · 21585e94
      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!
  21. 11 Aug, 2011 1 commit
    • Andreas Neu's avatar
      Usage of static GL Contexts in basic OpenGL Objects incorporated. · 1bc851f7
      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.
  22. 10 Aug, 2011 2 commits
  23. 05 Aug, 2011 1 commit
    • Robert Menzel's avatar
      Added more error checks, comments, minor bugfixes · 3541659a
      Robert Menzel authored
      * Added additional OpenGL error checks
      * OpenGL error checks are better usable with namespaces
      * Removed checks for OpenGL objects == 0 which would get ignored by OpenGL anyway and are rare
      * Added comments
      * improved OpenGL ES compatibility
  24. 04 Aug, 2011 1 commit
  25. 27 Jul, 2011 1 commit