- 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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