| 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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prop is set
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e122b2f92b2302362569cdc9a67efd5750f46eb1
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OutlineShape:
- add clear()
- safe addEmptyOutline()
- fix addOutline(..)
- add addOutlineShape(OutlineShape)
-
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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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Focus: Always programmatic, clear global focus state upfront
Key/Mouse Input: Retry w/ optional focus request if lost ..
Dropped redundant robot delays, ie between keypress/release.
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Key/Mouse: Track 'pressed' state
Focus: Simplify 'focused' state tracking
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39a8ca392d7302831f5689979c4ce89145b732af, only set if ARB
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in aliased glDebugMessageInsert.
- GLDebugMessages add synchronous status - defaults to true
- GLContext/GLDebugMessages add dumpStack() if jogl.debug.DebugGL is set
- Remove param length in aliased glDebugMessageInsert.
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havoc: gcu_ -> mgl_ uniform names
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Better toString formating
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f50f40e0fb2789537ecc19f8eaff439b24294a65
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Fix problem with external context on CentOS 5.5 inside VMWare
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This fixes a problem that's analogous to one we've had on Windows;
apparently querying OS-specific info like hardware device contexts
or framebuffer configuration IDs from external GL contexts doesn't
always work properly, especially on 32-bit OSes and from within
virtual machines.
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(remove invalidate())
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after window is destroyed to exit the JVM
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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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makes sense)
- WindowImpl/GLWindow: Cleanup destroy code ..
- Tests: sync / remove FPS stderr print
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after Java callback
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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
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requested context
.. this fixes the bug where [GL2ES2/GL4bc] didn't fetch GL4bc, but a GL2 old context.
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; Disable FPS draw at start
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ea819ff768d507c37a981c1ab0bdc0cad32c6a87)
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