| Commit message (Collapse) | Author | Age | Files | Lines |
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operating w/o it; ShaderState: Remove notion of GL context attachment, use pass-through or object association; GLArrayData/GLUniformData: Add basic GLSL location methods
- GLArrayData/GLUniformData: Add basic GLSL location methods
- GLArrayData
- add: setLocation(..) for attribute location/index retrieval (post link) and binding (pre link)
- GLUniformData
- add: setLocation(..) for attribute location/index retrieval (post link)
- GLArrayData/ImmModeSink: Remove implicit dependency on ShaderState - allow operating w/o it
- GLArrayData
- add: 'public void associate(Object obj, boolean enable)', allows setting ShaderState usage
- ShaderState: Remove notion of GL context attachment, use pass-through or object association
- ownsAttribute(..) associates the attribute w/ ShaderState
- removed GL context ShaderState attachment
Tested:
- ImmModeSink w/ GLSL/ES2 w/ and w/o ShaderState
- GLArrayData* w/ and w/o ShaderState
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detail w/ data sync within GLArrayHandle,
which also removed redundant code (VBO data sync and binding).
Refines commit 8582ece7dc7f65271b3184261697a542766d9864
and f49f8e22953ed2426fd4264ee407e2dc3fc07cfc
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VBO: Always unbind VBO ASAP after data transfer (glBufferData())
and assignment (glVertexPointer(..), glVertexAttribPointer()).
It's a bug to leave it bound .. due to redundancy
and other calls which could have change the VBO binding.
Removed syncData(..), now it's only issued at enable
and hence migrated into the enable method.
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subarrays
- Add GLArrayHandlerFlat gives better distinction of semantics
- update sub-array VBO name, if parent's interleaved array initializes it.
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ShaderState.getShaderState(gl)
This removes the dependency of a GLSL GLDataArray object to a specific ShaderState
and enables sharing of this VBO data, i.e. via a shared context.
Test: TestSharedContextVBOES2NEWT
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