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authorSven Gothel <[email protected]>2014-04-04 02:30:00 +0200
committerSven Gothel <[email protected]>2014-04-04 02:30:00 +0200
commit9c71f276d1fcc87b69b413847fd1da34b30d0932 (patch)
tree71f738861036221827062450a9d7d4cff5a9f766 /doc/userguide
parentabc833631e0ab30a06c7aff47a39a551544fd735 (diff)
Bug 801: Cleanup shader-program location/data update ; Add COLORTEXTURE + TextureSequence to Region (Demo: TextureButton)
Cleanup shader-program location/data update - GLUniformData: - Allow lazy data setup, as used for RenderState.ProgramLocal, see below - RenderState - Separate data (pmv, weight, colorStatic) from program-local uniforms -> add class ProgramLocal. Reduces uniform location lookups, since ProgramLocal is bound to Region impl. - ProgramLocal.update(..) needs to write uniform data always, since data is being used in multiple programs! - No 'dirty' tracking possible, removed - see above. - RegionRenderer - Fix shader-selection: 2-pass programs differ from 1-pass! - No shader-setup at init +++ Add COLORTEXTURE + TextureSequence to Region - Create color-texture coords in vertex-shader via region's bounding box (pass-1) - Use color-texture unit in pass-1 if enabled (own shader program) - Use TextureSequence in Region impl. providing all required data (unit + texture-name) - Demo: TextureButton (a UIShape)
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