| Commit message (Collapse) | Author | Age | Files | Lines |
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Region/GLRegion, ..
GLSL fix:
- allowing #version tag
- add uniform textureSize (ES2)
- fix int/float conversion
Region/GLRegion:
- non OpenGL Region and GL related GLRegion split
Region/Renderer renderModes bits (def. in Region)
- user creates a Renderer* impl .. and derive Region*'s from outline,
possibly from a different code path.
- to avoid mode explosion, a bit field is being used for now
- Renderer: remove flushCache(), since non caching impl. is intended,
or caching by an external user transparent object.
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Seperate texcoords from shaprness
Added NonUniform weight shader impl for region impl only (not text)
Refactor p1y --> weight (equiv to nurbs weight)
cleanup shader uniforms (rename/remove unneeded)
Enhanced blending of text
GPURegionNewtDemo01 - added weight W/Q to manipulate weight
refactor r2t --> vbaa (matching algorithm name)
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; Disable FPS draw at start
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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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in first pass the shader now discards pixels that
are dropped by imlicit AA, and second pass (if executed) doesnt include them
in AA clac.
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