1. 24 Jun, 2013 3 commits
  2. 10 May, 2013 1 commit
  3. 13 Mar, 2013 1 commit
  4. 12 Mar, 2013 1 commit
  5. 17 Feb, 2013 2 commits
  6. 08 Feb, 2013 1 commit
  7. 29 Jan, 2013 1 commit
  8. 06 Jan, 2013 1 commit
  9. 13 Dec, 2012 1 commit
  10. 26 Aug, 2012 1 commit
  11. 24 Aug, 2012 2 commits
  12. 24 Jul, 2012 1 commit
  13. 23 Jul, 2012 1 commit
  14. 27 Jun, 2012 1 commit
  15. 31 May, 2012 2 commits
  16. 28 May, 2012 1 commit
  17. 11 Apr, 2012 1 commit
  18. 29 Mar, 2012 1 commit
  19. 19 Mar, 2012 1 commit
  20. 14 Mar, 2012 2 commits
  21. 13 Mar, 2012 2 commits
  22. 07 Mar, 2012 4 commits
  23. 01 Mar, 2012 1 commit
  24. 29 Feb, 2012 1 commit
  25. 22 Feb, 2012 3 commits
  26. 15 Feb, 2012 1 commit
  27. 14 Feb, 2012 2 commits
    • Robert Menzel's avatar
      Automatic consistent attribute location mappings possible · 708174d6
      Robert Menzel authored
      Example:
      SharedLocationMappings globalLocationMappings = SharedLocationMappings( new LocationMappings );
      // now the map could get set by hand, but thats not needed:
      ShaderProgramFileManager::the()->get( ShaderProgramControlFiles("shader1").
                                            externAttributeLocations(globalLocationMappings) );
      // will add all maps from the shader1 to the global map
      ShaderProgramFileManager::the()->get( ShaderProgramControlFiles("shader2").
                                            externAttributeLocations(globalLocationMappings) );
      // will add all maps from shader2, attributes already known will not get changed, no location collitions.
      
      Reloading of the shaders due to changed files will automatically set the locations again.
      708174d6
    • Robert Menzel's avatar