| Commit message (Collapse) | Author | Age | Files | Lines |
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function; switch program enh. ; Graph lifecycle
Add 'ownUniform()/ownAttribute()' allowing to reset all bound uniforms/attributes,
not just active ones plus handling the lifecycle of the owned attributes (destroy).
This simplifies the lifecycle of all shader attributes.
Rename glFunction -> function .. well, the GL attribute marks them GL related already
Switch program enhancement. If switching to new program (unlinked), issue glBindAttributeLocation ..
Graph lifecycle cleanup using the above ..
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- Pass the current GL context object where it's required
- Introduce RenderState (which has ShaderState) to acquire/change shader related data (Region)
- Shader Cleanup: User import for common stuff; use req. version
- Reduce/remove data copy/recreation in *Region implementation
- UI/RIButton: Use defaults I like :)
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- Destroy removed ones
- Handle overwrite/update on same key
- Clarified names (size/limit)
- Handle cache limit unlimited (limit := -1) and no cache (limit := 0)
- Default cache limit := 256
- Comments
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createString function is now public to be able to create a string
without initializing textRenderer. Temp change, should be cleaned up.
added missing scale transformation to renderer pmvmatrix;
added glyphstring.getBounds() so not to use font.getStringBounds.
since it Would be a redundant call.
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dispose/disposeImpl sequence;
Use shaderProgram.program() instead of shaderProgram.id() - the id() is just a unique sequence name.
Call glBindAttribLocation() after program object init and before linkage.
Chain call disposeImpl() properly to fix destruction sequence:
TextRendererImpl01 -> TextRenderer -> GlyphString -> Region
RegionRendererImpl01 -> RegionRenderer -> Region
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