| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
internal APIs, critical array is not required, hence redundant.
|
|
|
|
| |
internal APIs, critical array is not required, hence redundant.
|
|
|
|
| |
internal APIs, critical array is not required, hence redundant.
|
|
|
|
| |
internal APIs, critical array is not required, hence redundant.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- Setting up default VAO for all GL >= 3.2 core ctx.
Refines commit 9b6448b1d54716fd455c0cad0c6133c0edeb3bb8
Due to GL 3.2 core spec: E.2. DEPRECATED AND REMOVED FEATURES (p 331)
"There is no more default VAO buffer 0 bound, hence generating and binding one
to avoid INVALID_OPERATION at VertexAttribPointer."
More clear is GL 4.3 core spec: 10.4 (p 307):
"An INVALID_OPERATION error is generated by any commands which
modify, draw from, or query vertex array state when no vertex array is bound.
This occurs in the initial GL state, and may occur as a result of BindVertexAr-
ray or a side effect of DeleteVertexArrays."
+++
I just have read (same spec) 2.10 (p 46/47):
"An INVALID_OPERATION error is generated if any of the *Pointer commands
specifying the location and organization of vertex array data are called while zero
is bound to the ARRAY_BUFFER buffer object binding point, and the pointer argu-
ment is not NULL."
.. which only constraints the *Pointer command use to _VBO_, not forcing a VAO.
+++
|
|
|
|
| |
simple major version number check.
|
|
|
|
| |
w/ higher GLSL versions
|
|
|
|
| |
except for sampler2D (mediump instead of lowp)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GLContextImpl: Bind default VAO if having quirk RequiresBoundVAO.
OSX w/ OpenGL >= 3 core context implementation requires a bound VAO for vertex attribute operations,
i.e. VertexAttributePointer(..). This has been experienced on OSX 10.7.5, OpenGL 3.2 core w/ Nvidia GPU
and in several forum posts. Such 'behavior' violates the GL 3.2 core specification,
which does not state this requirement, hence it is a bug. (Please correct me if I am wrong!)
GLContextImpl works around this quirk, by generating a default VAO and binds it at 1st makeCurrent (@creation)
and deletes it at destroy. This is minimal invasive since no action is required for subsequent makeCurrent or release.
We assume if a user uses and binds a VAO herself, she will mind this quirk.
Note: We could enhance this workaround by quering for a currently bound VAO at makeCurrent() and bind our default if none.
However, we refrain from this operation to minimize the workaround and complexity.
|
|
|
|
|
|
|
|
|
| |
string (for shader programs)
Uses GL_SHADING_LANGUAGE_VERSION and parses it via VersionNumber, as well as having a static fallback
using the GL context version.
The value is valid and can be retrieved after ctx has been made current once.
|
| |
|
|
|
|
| |
(gl_PointCoords n/a otherwise); Add FFP Emul point test in TestPointNEWT/PointDemoES1.
|
|
|
|
|
|
|
|
|
| |
All *Pointer methods used 'normalized:=false', but we cannot assume
the fixed function code does use normalized (0f..1f) values.
On the contrary, it usually uses the native format value range.
Hence we have to pass normalized:=true for all fixed point data types
and normalized:=false for floating point data types.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GL_POINT_SOFT and dist/fade attenuation (Adding basic POINT unit tests)
gl_PointSize (and all other uniform array elems) was not propagated due to wrong usage of GLUniformData component param.
Due to efficiency, we use vec4[2] now and #defines in shader to easy readability.
GL_POINT_SOFT uses gl_PointCoord to determnine inside/outside circle position
while adding a seam of 10% in/out. This almost matches 'other' implementations and gives a nice smooth circle.
!GL_POINT_SOFT produces a proper square (billboard).
Point-Vertex shader takes dist/fade attentuation into account.
|
|
|
|
|
|
|
|
|
|
|
|
| |
allowing passing a GL action w/ custom argument and return value.
Adding simple POINTS shader not regarding POINTS parameters and not using a texture (commented out).
FIXME:
Event thought it works using a texture and gl_PointCoord in frag shader,
I don't see the point here (lol) if gl_PointSize must be 1.0 in vert shader ..
otherwise nothing is seen on ES2.0.
On Desktop POINTS are always shown as 1 pixel sized points!
|
|
|
|
|
|
| |
twice (duh!) almost halfed performance :)
TODO: Create GL_POINT texture and render w/ glDraw*()
|
|
|
|
|
|
| |
ES1 impl. detection
'glBegin' is not ES1, duh!
|
|
|
|
|
|
| |
found in ES1 library
This is the case in BCM-VC-IV blobs, tested on Raspeberry-Pi
|
|
|
|
| |
discarding pixels of culled faces.
|
|
|
|
| |
according it's usage (update Mvi/Mvit only if lighting is being used)
|
|
|
|
| |
glColor4f() more efficient, use pre-alloc NIO buffer
|
| |
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| | |
Missing format specifier for the first argument would lead to this throwing IllegalFormatException.
Signed-off-by: Harvey Harrison <[email protected]>
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
It is impossible to use this method as it will get into an infinite loop as it
just calls itself. Base the implementation on the contains method shortly before
this method. As this method is impossible to actually use, it could also just
be removed.
Signed-off-by: Harvey Harrison <[email protected]>
|
|/
|
|
| |
properties, drawIndices QUAD w/ proper range and add uint; FixedFunctionHook: drawIndices QUAD w/ proper range and add uint
|
| |
|
|
|
|
| |
code: Remove precision for default precision types.
|
| |
|
|
|
|
| |
ShaderSelectionMode.AUTO (good for mobile); Lazy shader instantiation.
|
|
|
|
| |
becomes public method to JoglVersion
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
923d9dd7f1d40db72d35ca76a761ca14babf147f
We are aware that Google's ANGLE (Windows EGL/ES2 impl. based on D3D)
crashes using eglInitialize(..) w/ EGL_DEFAULT_DISPLAY.
Commit 923d9dd7f1d40db72d35ca76a761ca14babf147f moved the EGL device initialization
into the EGLDrawableFactory ctor and hence slipped out ANGLE workaround to disable it per default.
- Moving property static flags from GLProfile -> GLDrawableFactory
- Moving ANGLE workaround right into EGLDrawableFactory (where it belongs)
- Moving optional EGL/ES disable code to GLDrawableFactory (where it belongs)
Tested on Windows w/ Java-32bit and latest Chrome ANGLE DLLs
|
|
|
|
| |
GL_QUAD_STRIP/GL_POLYGON/GL_QUADS mapping, glTexImage2D internalformat/format match.
|
|
|
|
|
|
|
|
|
| |
detail w/ data sync within GLArrayHandle,
which also removed redundant code (VBO data sync and binding).
Refines commit 8582ece7dc7f65271b3184261697a542766d9864
and f49f8e22953ed2426fd4264ee407e2dc3fc07cfc
|
|
|
|
|
|
|
|
|
| |
(fix, incomplete still), ShaderSelectionMode, Fix default values
Besides the above mentioned additional features towards completness of the FFP emu,
the ShaderSelectionMode allows fixating a shader program configuration,
i.e. AUTO switch (default) or choosing a static shader program to avoid heavy program switches
incl. uniform/attribute updates.
|
|
|
|
|
|
|
|
|
| |
is not more bound after enableBuffer(); Fix unit test (test VBO bound).
Explicit bindBuffer(..) is required now, since enableBuffer() doesn't leave it bound.
See fixed VBORegion* patch for use case, i.e. using a VBO index buffer for glDrawElements().
Complets commit 8582ece7dc7f65271b3184261697a542766d9864.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
and add API docs. (API Change)
- Changed create*(..) factory methods (API Change)
- Drop passing GL instance, not needed
- allows creation of ImmModeSink as final field w/o GL context
- Use 'glBufferUsage' to determine whether to use VBO or not ( 0 == glBufferUsage )
- Use glBufferUsage in glBufferData(..) call (oops)
- Toggle vboUsage per object ( 0 == glBufferUsage ? nonVBO : VBO )
remove static VBO usage flag
- Fix render mode
- GL_POLYGON -> GL_TRIANGLE_FAN (not GL_LINES)
- GL_QUADS -> Looped GL_TRIANGLE_FAN (is !GL2) in draw(..) w/ and w/o indices
- Buffer usage
- documented
- allow creating sink w/ all components (vertices, color, normal and texCoords)
bit render and grow only used parts.
This allows proper usage of sink where it is not known
which types are being used.
- Added test case
- Manually tested w/ Jake2 ES1
Jake2 uses the FFP immediate mode rendering, where we utilize this sink
w/o rendering artifacts.
|
|
|
|
|
|
| |
of commit 455fed40391afe10ce5ffb9146ca325af63b0a49
Add drawable null check before using.
|
|
|
|
|
|
| |
GLAutoDrawableBase
Simply lock drawable and issue drawable.swapBuffers(), no need to make context current.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Colorbuffer w/ diff size leads to GL_FRAMEBUFFER_UNSUPPORTED.
This occured at least on:
- OS X 10.6.8
- GL_RENDERER NVIDIA GeForce 7300 GT OpenGL Engine
- GL_VERSION 2.1 NVIDIA-1.6.36
Remedy is to catch the exception @ GLFBODrawableImpl.reset(..) and switch over to
fallback 'reset' method:
FBO reattachment -> FBO complete recreation
Of course, the FBO recreation is noticable slower,
but at least it seems to work on the offending system.
Not tested on the offending system, but manually provoked GLException on FBOObject
to trigger fallback, which is working here.
|
| |
|
|
|
|
|
|
|
| |
setRealized(true/false) already, refine at initialize(true)
Allowing to validate the on-/offscreen state after setRealized(true).
Adding comment in GLFBODrawable.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
underlying dummy surface/drawable
If stencil or MSAA has been selected, the underlying dummy drawable doesn't need to have this configuration,
i.e. doesn't need to waste the resources.
- Creation of the dummy surface/drawable uses a simple GLCapabilities
- Requested FBO GLCapabilities is being passes down to the dummy drawable
- GLFBODrawableImpl ctor leaves caps untouched
- GLFBODrawableImpl.initialize(boolean realize)
- realize == true: using the requested FBO caps and setting it in the parent dummy drawable
- realize == false: restore the original caps of dummy drawable
|
|
|
|
| |
helper.isAnimatorAnimating() for decision whether to display() now; Minor API comments.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
reshape() ; GLCanvas.reshape() only if drawble valid ; GLCanvas.validateGLDrawable() also test isDisplayable() ; Fix size validation ; resizeOffscreenDrawable(..) don't validate 'safe' size 1x1
- GLCanvas.validateGLDrawable() @ display() and reshape()
To help users using GLCanvas w/ having a realized GLCanvas/Drawable,
validateGLDrawable() is also called at reshape().
This shall ensure a valid drawable after even a non AWT-EDT issued first setVisible().
- GLCanvas.reshape() only if drawble valid
Otherwise offscreen reshape attempts would happen even on unrealized drawable,
which is not necessary.
- GLCanvas.validateGLDrawable() also test isDisplayable()
To make sure the native peer is valid, also test isDisplayable()
- Fix size validation
Since we have experienced odd size like 0 x -41
test each component, i.e. 0 < width && 0 < height.
This is done through all JOGL/NEWT components.
- resizeOffscreenDrawable(..) don't validate 'safe' size 1x1
In case method is called w/ odd size, i.e. 0 x -41,
the safe size 1x1 is used. However, we cannot validate this size.
Dump WARNING if odd size is detected.
|
|
|
|
| |
NSOpenGLPFAPixelBuffer is ambiguous
|
|
|
|
|
|
| |
compile FixedFuncHook due to removed 'isDirty()'
- getModifiedBits() -> getModifiedBits(boolean clear)
|
| |
|