| Commit message (Collapse) | Author | Age |
... | |
|
|
|
| |
Allows chaining together to build VAO from multiple buffers
|
| |
|
|
|
|
|
| |
It's now AbsolutePosProgram, which is kind of right, in that it takes no location data via uniform, it's
all in the vertex data.
|
| |
|
| |
|
|
|
|
| |
size 4 on attrib pointers
|
| |
|
| |
|
|
|
|
|
| |
Was mostly through lack of understanding and coincidences. Position is now the only vertex data,
direction is moved to a uniform. Instancing will address this by making everything instance data.
|
|
|
|
|
| |
Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined
with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced
|
|
|
|
| |
Same as dynamicPoint, but the model matrix is a vertex input
|
|
|
|
| |
Names and paths still not perfect, but better and the weird name missuse is gone
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
calling use again
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Invoked by configuring with no attribute member points.
|
|
|
|
| |
Works with std::array then too.
|
| |
|