- 12 Mar, 2013 1 commit
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Robert Menzel authored
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- 30 Dec, 2012 1 commit
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Robert Menzel authored
This loader gets the OpenGL function pointers and checks for extensions. It is an alternative to GLEW and has the advantage that it works out of the box on MacOS with a core profile and also allows only to include the defines and function declarations of a specific OpenGL version. This way the usage of 'wrong' functions can get caught during compile time (e.g. when developing for 3.2 on a machine that supports GL 4+). GLEW can still be used if desired! The loader code is based on a modified output of glLoadGen (1.0.3), a bunch of LUA scripts that create the loader code. It's not a ready to use external library so the resulting code gets embedded directly into ACGL.
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- 29 Nov, 2012 2 commits
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Robert Menzel authored
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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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- 12 Sep, 2011 1 commit
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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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- 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
-Added SPOs to the state object
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- 18 Aug, 2011 1 commit
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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.
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- 16 Aug, 2011 1 commit
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Andreas Neu authored
call glBindFragData(...). The RenderTargets of a FBO can now be named. Furthermore every occurence of 'aPosition' has been changed to 'iPosition' etc. for aColor, aNormal..
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- 10 Aug, 2011 1 commit
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Robert Menzel authored
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- 05 Aug, 2011 1 commit
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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
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- 04 Aug, 2011 1 commit
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Robert Menzel authored
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- 01 Aug, 2011 1 commit
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sebastian authored
shader attributes are now bound by their occurence in the shader source (just before linking the program)
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- 27 Jul, 2011 1 commit
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Robert Menzel authored
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