1. 18 Jan, 2012 1 commit
    • Janis Born's avatar
      refactoring of ArrayBuffer and VertexArrayObject · a9cebf32
      Janis Born authored
      * move mMode fom ArrayBuffer to VAO
      * add attachAllAttributes method to VAO
      * allow adding VAO attributes without binding them (location == -1)
      * store state of previous VAO binding in static field
  2. 24 Nov, 2011 1 commit
  3. 06 Sep, 2011 1 commit
    • Robert Menzel's avatar
      Compatibility improvements · 256338d1
      Robert Menzel authored
      * Some GL 2.1 compatibility improvements:
        * On GL 2.1 the shaderfiles are read from a different folder by default
        * 3.0+ functions are not compiled for 2.1 any more
        * The RenderObject is not 2.1 compatible, so it's not compiled for old systems
          atm. A port could be possible.
        * ACGL compiles for GL 2.1 now
      * Added compile warning in case the desired OpenGL version is not defined by
        the build system (which could screw up conditional compile)
      * Minor fixes
  4. 01 Sep, 2011 1 commit
  5. 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).
  6. 19 Aug, 2011 2 commits
  7. 16 Aug, 2011 2 commits
  8. 11 Aug, 2011 1 commit
    • Andreas Neu's avatar
      Usage of static GL Contexts in basic OpenGL Objects incorporated. · 1bc851f7
      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.
  9. 10 Aug, 2011 1 commit
  10. 04 Aug, 2011 1 commit
  11. 27 Jul, 2011 1 commit