1. 24 Jun, 2013 1 commit
  2. 26 Aug, 2012 1 commit
  3. 24 Aug, 2012 2 commits
  4. 24 Jul, 2012 1 commit
  5. 23 Jul, 2012 1 commit
  6. 07 Mar, 2012 1 commit
  7. 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
  8. 09 Feb, 2012 3 commits
  9. 26 Sep, 2011 1 commit
  10. 23 Aug, 2011 1 commit
    • Lars Krecklau's avatar
      -Created the RenderObject from the State. The RenderObject now only composes... · d9ad3dcc
      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).
      d9ad3dcc
  11. 10 Aug, 2011 4 commits
  12. 04 Aug, 2011 1 commit
  13. 27 Jul, 2011 1 commit