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authorSven Gothel <[email protected]>2011-10-04 02:48:22 +0200
committerSven Gothel <[email protected]>2011-10-04 02:48:22 +0200
commita095b7da968533120306ff9ef019685b6698272c (patch)
treef04c4043eafbfb7df255ea19aeeeeca69bd6e40c /src/nativewindow/native/windows
parentc76e858c7f4481cab2dae6e079e0db35e3b591e6 (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/nativewindow/native/windows')
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