| Commit message (Collapse) | Author | Age | Files | Lines |
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be updated .. Rami ?
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separating text->OutlineShape and OutlineShape->Region step.
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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.
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Implements more of John Pritchard <[email protected]> proposal
https://github.com/syntelos/jogl/commit/eadee0758babcddaa5eeaffbe046e1b09f9f550e
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- throw InternalError() for CloneNotSupportedException case, which never happens
- AffineTransform clone() uses covariant return type as well, ie AffineTransform
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Implements more of John Pritchard <[email protected]> proposal
https://github.com/syntelos/jogl/commit/05a7ec92d30e1e688b1eb7cc317cad83a0e8fd60
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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)
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<[email protected]> https://github.com/syntelos/jogl/commit/05a7ec92d30e1e688b1eb7cc317cad83a0e8fd60#L0R59)
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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)
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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 ..
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; Disable FPS draw at start
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- Pass the current GL context object where it's required
- Introduce RenderState (which has ShaderState) to acquire/change shader related data (Region)
- Shader Cleanup: User import for common stuff; use req. version
- Reduce/remove data copy/recreation in *Region implementation
- UI/RIButton: Use defaults I like :)
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new: 'public static String getRelativeOf(URL baseLocation, String relativeFile)',
capable of handling a JAR file/url.
Using File based relative locator, allowing better utilization in code:
old public static String getRelativeOf(String absoluteFileLocation, String relativeFile)
new public static String getRelativeOf(File baseLocation, String relativeFile)
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createString function is now public to be able to create a string
without initializing textRenderer. Temp change, should be cleaned up.
added missing scale transformation to renderer pmvmatrix;
added glyphstring.getBounds() so not to use font.getStringBounds.
since it Would be a redundant call.
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dispose/disposeImpl sequence;
Use shaderProgram.program() instead of shaderProgram.id() - the id() is just a unique sequence name.
Call glBindAttribLocation() after program object init and before linkage.
Chain call disposeImpl() properly to fix destruction sequence:
TextRendererImpl01 -> TextRenderer -> GlyphString -> Region
RegionRendererImpl01 -> RegionRenderer -> Region
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The new FBObject handles state transition more easily and it's usage is less complex
to the caller - compared to inline usage.
Use shaderProgram.program() instead of shaderProgram.id() - the id() is just a unique sequence name.
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in first pass the shader now discards pixels that
are dropped by imlicit AA, and second pass (if executed) doesnt include them
in AA clac.
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