1. 05 Jul, 2013 1 commit
  2. 24 Aug, 2012 1 commit
  3. 20 Jul, 2012 1 commit
  4. 03 Apr, 2012 1 commit
  5. 05 Feb, 2012 1 commit
  6. 03 Feb, 2012 1 commit
  7. 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
      a9cebf32
  8. 12 Sep, 2011 1 commit
  9. 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.
      269a6c27
  10. 12 Aug, 2011 1 commit
    • 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!
      21585e94
  11. 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.
      1bc851f7
  12. 10 Aug, 2011 1 commit
  13. 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
      3541659a
  14. 04 Aug, 2011 1 commit
  15. 27 Jul, 2011 1 commit