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authorSven Gothel <[email protected]>2012-10-22 18:54:19 +0200
committerSven Gothel <[email protected]>2012-10-22 18:54:19 +0200
commit5bdd283a9c3d0c656c859d499476173e2f609839 (patch)
tree7763f7eed5faaa3ab2b1bca5bf23cb9528e4f5fe /doc/deployment
parent40d01bef2a1db44533472c37961aabbef68de644 (diff)
FixedFuncPipeline GL_POINTS: Fix gl_PointSize (attribute data format), Add GL_POINT_SOFT and dist/fade attenuation (Adding basic POINT unit tests)
gl_PointSize (and all other uniform array elems) was not propagated due to wrong usage of GLUniformData component param. Due to efficiency, we use vec4[2] now and #defines in shader to easy readability. GL_POINT_SOFT uses gl_PointCoord to determnine inside/outside circle position while adding a seam of 10% in/out. This almost matches 'other' implementations and gives a nice smooth circle. !GL_POINT_SOFT produces a proper square (billboard). Point-Vertex shader takes dist/fade attentuation into account.
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