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author | Sven Gothel <[email protected]> | 2012-10-22 18:54:19 +0200 |
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committer | Sven Gothel <[email protected]> | 2012-10-22 18:54:19 +0200 |
commit | 5bdd283a9c3d0c656c859d499476173e2f609839 (patch) | |
tree | 7763f7eed5faaa3ab2b1bca5bf23cb9528e4f5fe /make/stub_includes/win32/WindowsDWM.h | |
parent | 40d01bef2a1db44533472c37961aabbef68de644 (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.
Diffstat (limited to 'make/stub_includes/win32/WindowsDWM.h')
0 files changed, 0 insertions, 0 deletions