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author | Sven Gothel <[email protected]> | 2011-10-04 02:48:22 +0200 |
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committer | Sven Gothel <[email protected]> | 2011-10-04 02:48:22 +0200 |
commit | a095b7da968533120306ff9ef019685b6698272c (patch) | |
tree | f04c4043eafbfb7df255ea19aeeeeca69bd6e40c /src/jogl/native/JoglCommon.h | |
parent | c76e858c7f4481cab2dae6e079e0db35e3b591e6 (diff) |
Graph Shader Simplification, 'a'/'b' redefined; GraphUI 2-pass demo;
Graph Shader Simplification
- remove enable factor and 2nd 'discard' branch
- use build-in 'max'/'clamp' functions, supposed to be faster
Graph Shader 'a'/'b' redefined
- 'a' is 1-pass shader only
- 'b' is 2-pass incl. (1st pass + 2nd pass)
- Works well on ARM Mali-400 MP (Galaxy S2).
- Doesn't work on NV tegra2 (P1202: Texture's gl states do not match with shader's),
however 2-pass on mobile seems to be overkill for now.
We may create a workaround (switch shader ..).
GraphUI 2-pass demo;
- Propagate renderModes and texSize to UIShape's render(..)
- TODO: Remove GL dependency in UIShape, maybe use a callback or visitor model
- Adding GarpUI 2-pass launcher (Android and Standalone)
Diffstat (limited to 'src/jogl/native/JoglCommon.h')
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