- 18 Jan, 2012 1 commit
-
-
Janis Born authored
-
- 12 Sep, 2011 1 commit
-
-
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.
-
- 23 Aug, 2011 1 commit
-
-
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).
-
- 19 Aug, 2011 1 commit
-
-
Lars Krecklau authored
-Added SPOs to the state object
-
- 16 Aug, 2011 1 commit
-
-
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..
-
- 12 Aug, 2011 2 commits
-
-
Lars Krecklau authored
Started to constify everything. The FileManager now returns a ConstSharedResource to prevent changes.
-
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!
-
- 11 Aug, 2011 1 commit
-
-
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.
-
- 10 Aug, 2011 1 commit
-
-
Robert Menzel authored
-
- 05 Aug, 2011 1 commit
-
-
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
-
- 04 Aug, 2011 1 commit
-
-
Robert Menzel authored
-
- 01 Aug, 2011 1 commit
-
-
sebastian authored
shader attributes are now bound by their occurence in the shader source (just before linking the program)
-
- 27 Jul, 2011 1 commit
-
-
Robert Menzel authored
-