| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
Fix wrapFixedFuncEmul():
- only wrap if ES2 and (!ES1 || force)
- return same profile if ES1
- otherwise throw exception
|
| |
|
|
|
|
|
| |
Indicates whether this GL object is compatible with OpenGL ES2,
i.e. has the extension <code>GL_ARB_ES2_compatibility</code>
|
| |
|
|
|
|
|
|
|
|
|
|
| |
subdivde overlaping triangles for the case when 2 triangles intersect
either by vextex of Traingle A in Triangle B
or an edge in A intersects an edge in B
VectorUtil:
-added tri2triIntersection test (not optimized)
-added seg2segIntersection test (not optimized)
|
|
|
|
|
|
|
| |
subdivde overlaping triangles for the case of vertex inside
a off-curve boundary triangle.
added vertex in triangle test (using barycentric coordinates)
|
|\ |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
- Moved implementation of prev GL imageSizeInBytes(..) -> GLBuffers.sizeof() for all GL profiles
- GLBuffers.*: Added missing formats and types (GL2.1, GL3.3 and GL4.1)
- GLBuffers.sizeof(): Fail fast if format/type is unhandled, or alignment invalid
- Added unit test for GLBuffers.sizeof()
|
|\| |
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
CDTriangulation moved to impl (jogamp.graph), where additional triangulations
or a wrapper to GLU triangulation can be added to triangulator.
TWO_PASS_RENDERING renamed to VBAA (algorithm name)
misc comments cleanups
|
| | |
|
| |
| |
| |
| | |
GlyphShape and GlyphString use only OutlineShapes
|
| |
| |
| |
| | |
a87c56c95099de5b6cbc9bd8bf6f1924a3dd6387)
|
| | |
|
| | |
|
|/
|
|
|
|
|
|
| |
(screenshot etc) and GLPixelStorageModes
- Using GlueGen IOUtil, dropping StreamUtil and FileUtil
- Public (util) GLReadBufferUtil for screenshots and slow r2t (AWT less), as well as GLPixelStorageModes
|
| |
|
|
|
|
|
| |
Changed algo for in/out test of vertex wrt arbitrary polygon
to crossing test since angle based is shown prune to precision errors
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
attachTexture2D(..) (MRT) w/ tex units
- plain initialization via init(GL)
- dedicated texture2D color buffer attachement attachTexture2D(..) w/ tex units (<GL_MAX_TEXTURE_UNITS),
which may happen up to max GL_MAX_COLOR_ATTACHMENTS to support MRT (multiple render targets)
- more API doc
- FBO/MRT/GLSL unit test w/ using 2 shader (decompose / compose)
|
|
|
|
| |
debug pipe; common param print
|
|
|
|
| |
program: set prev. !inUse)
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
reader: Adding debug dump of font direction hint
|
| |
|
|
|
|
| |
object creation
|
| |
|
|
|
|
| |
prop is set
|
| |
|
| |
|
|
|
|
| |
e122b2f92b2302362569cdc9a67efd5750f46eb1
|
|
|
|
|
|
|
|
|
| |
OutlineShape:
- add clear()
- safe addEmptyOutline()
- fix addOutline(..)
- add addOutlineShape(OutlineShape)
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Region/GLRegion, ..
GLSL fix:
- allowing #version tag
- add uniform textureSize (ES2)
- fix int/float conversion
Region/GLRegion:
- non OpenGL Region and GL related GLRegion split
Region/Renderer renderModes bits (def. in Region)
- user creates a Renderer* impl .. and derive Region*'s from outline,
possibly from a different code path.
- to avoid mode explosion, a bit field is being used for now
- Renderer: remove flushCache(), since non caching impl. is intended,
or caching by an external user transparent object.
|
|\ |
|
| | |
|
| |
| |
| |
| |
| | |
Implements more of John Pritchard <[email protected]> proposal
https://github.com/syntelos/jogl/commit/eadee0758babcddaa5eeaffbe046e1b09f9f550e
|
| |
| |
| |
| |
| | |
- throw InternalError() for CloneNotSupportedException case, which never happens
- AffineTransform clone() uses covariant return type as well, ie AffineTransform
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
transformation (cubic -> quadratic)
Impl. more of John Pritchard <[email protected]> proposal
https://github.com/syntelos/jogl/commit/05a7ec92d30e1e688b1eb7cc317cad83a0e8fd60
+++
More std. functionality (equals, deep clone) of AABBox, Vertex, Outline and OutlineShape.
Simplify Vertex:
- Remove 2 component constructor
- Add on-curve in Vertex.Factory / Constructor
- Adding equals(Object)
- Remove Comparable/compareTo, since we only can make an equals statement
Outline/OutlineShape: Handle dirty flag for boundary (new set/remove operation)
OutlineShape: Better in-place transformation (cubic -> quadratic)
|
|/
|
|
| |
<[email protected]> https://github.com/syntelos/jogl/commit/05a7ec92d30e1e688b1eb7cc317cad83a0e8fd60#L0R59)
|
|
|
|
|
|
|
|
|
|
| |
Seperate texcoords from shaprness
Added NonUniform weight shader impl for region impl only (not text)
Refactor p1y --> weight (equiv to nurbs weight)
cleanup shader uniforms (rename/remove unneeded)
Enhanced blending of text
GPURegionNewtDemo01 - added weight W/Q to manipulate weight
refactor r2t --> vbaa (matching algorithm name)
|
|
|
|
| |
Better toString formating
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
function; switch program enh. ; Graph lifecycle
Add 'ownUniform()/ownAttribute()' allowing to reset all bound uniforms/attributes,
not just active ones plus handling the lifecycle of the owned attributes (destroy).
This simplifies the lifecycle of all shader attributes.
Rename glFunction -> function .. well, the GL attribute marks them GL related already
Switch program enhancement. If switching to new program (unlinked), issue glBindAttributeLocation ..
Graph lifecycle cleanup using the above ..
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
ShaderProgram:
- shaderCode's HashMap -> HashSet
- adding HashSet for attached ShaderCode
- link: allow relink, attachShader only if not yet attached
- new add(gl, ShaderCode, ..) method, allowing compile/attach pre linkage
- remove boxing of integer 'id', use generics style (warnings)
- rename: glReplaceShader -> replaceShader, glUseProgram -> useProgram
- fix: replaceShader
- hashCode _is_ 'id'
ShaderCode:
- remove boxing of integer 'id', use generics style (warnings)
- hashCode _is_ 'id'
ShaderUtil: Use generics style (warnings), static names
|
|
|
|
|
|
|
|
|
|
|
| |
API change)
- Don't fetch System.currentTimeMillis() by default and for every frame (performance)
- Default behavior is FPSCounter switched off
- Enable by frame interval, ie measure each 60 frames.
- FPSCounterImpl is default impl. used by impl. FPSCounter class (reduce code/redundancy)
- Might be promoted to GLAutoDrawable ?!
|