codeanticode
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ff0b8e7877
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added shader.setTexture() call in PShape3D.renderFill()
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2012-02-12 21:09:16 +00:00 |
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codeanticode
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8b72e8e52a
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Moved default material properties from PGraphics to PGraphicsOpenGL/Android3D
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2012-02-12 16:19:27 +00:00 |
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codeanticode
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51ec62ff1e
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Default specular light is 0.
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2012-02-12 15:58:15 +00:00 |
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codeanticode
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2bae5ffecb
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Added scale and offset uniforms to tex shader to properly handle npot and inverted textures
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2012-02-12 15:33:33 +00:00 |
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codeanticode
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5ea73a1c41
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Ported GLSL renderering from PGraphicsAndroid3D to PGraphicsOpenGL, several fixes
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2012-02-12 01:22:42 +00:00 |
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codeanticode
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c02ab789fd
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Correct light direction sign in shader, fixing auto-normal calculation
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2012-02-11 05:27:53 +00:00 |
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codeanticode
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b2270b93ef
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Fixed a couple of bugs in the calculation of the normal matrix
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2012-02-11 02:18:24 +00:00 |
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codeanticode
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307cca4707
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Reset the inverse of the modelview in resetMatrix().
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2012-02-11 01:24:38 +00:00 |
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benfry
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8a8097a99d
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moving to SDK 10 instead of 9 (or 8) for Android
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2012-02-10 23:30:51 +00:00 |
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codeanticode
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76dfbe848f
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Another missing normalization
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2012-02-10 23:22:21 +00:00 |
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codeanticode
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bf20d8cd2f
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Updated full vertex shader with the last changes from the lit shader.
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2012-02-10 22:37:22 +00:00 |
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codeanticode
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58ddc28f4e
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Combined falloff and spot parameters into vec3 and vec2 uniforms
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2012-02-10 22:35:16 +00:00 |
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codeanticode
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801627f089
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Added some missing normalizations in light calculation
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2012-02-10 22:09:30 +00:00 |
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codeanticode
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eac95f7164
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SDK 9 (2.3) as requirement for Android
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2012-02-10 20:43:33 +00:00 |
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codeanticode
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5aaf47636b
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Light ambient, diffuse and specular only have rgb components
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2012-02-10 19:48:23 +00:00 |
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codeanticode
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406c4d5778
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Applying normal matrix to normal vectors in tessellator routines
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2012-02-10 19:39:40 +00:00 |
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codeanticode
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b421c2f7d9
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Some light debugging. Diffuse working, still need to fix normal calc
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2012-02-10 16:41:18 +00:00 |
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codeanticode
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e4b2edf8cf
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Fixed index update in renderFill method
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2012-02-09 21:46:58 +00:00 |
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codeanticode
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1793681ec1
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Removed calls to glEnable(target), fixed coloring of fonts
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2012-02-09 19:54:14 +00:00 |
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codeanticode
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1b869c5d61
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Simple fix to lighting code in vertex shaders
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2012-02-08 23:58:33 +00:00 |
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codeanticode
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4bd0411edc
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Corrected gl matrix update when starting shaders
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2012-02-08 23:42:13 +00:00 |
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codeanticode
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ae39e8e9a3
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Fixed attribute offset in PShape3D
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2012-02-08 23:31:05 +00:00 |
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codeanticode
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4e247f4fa1
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Handle of missing glBlendEquation, some fixes for int colors in PShape3D
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2012-02-08 22:46:29 +00:00 |
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codeanticode
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4a22bb3bdd
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Loading shader source from URLs, fixed color normalization
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2012-02-08 21:51:54 +00:00 |
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codeanticode
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325e97c1b3
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Setting color attributes as unsigned byte
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2012-02-07 23:46:58 +00:00 |
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codeanticode
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99218832ee
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Color arrays now are int
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2012-02-07 23:45:06 +00:00 |
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codeanticode
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3c9efc578e
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Removed point normals
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2012-02-07 22:35:08 +00:00 |
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codeanticode
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e9eb82641a
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Removed line normals
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2012-02-07 22:29:09 +00:00 |
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codeanticode
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f1ca6cc9b5
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Renamed line and point attributes
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2012-02-07 22:21:24 +00:00 |
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codeanticode
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d0f78f2db8
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Adding rest of fill shaders
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2012-02-07 22:12:46 +00:00 |
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codeanticode
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e7fb2ae6ca
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Renaming fill shaders.
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2012-02-07 22:04:14 +00:00 |
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codeanticode
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28174ed71b
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All render methods re-implemented with fill, line and point shaders.
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2012-02-07 22:02:48 +00:00 |
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codeanticode
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09c9151a00
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Completing shader classes
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2012-02-07 16:51:08 +00:00 |
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codeanticode
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2f9fd105fd
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more shader classes
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2012-02-07 07:59:18 +00:00 |
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codeanticode
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1c991da6c6
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binding material buffers in render methods
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2012-02-07 07:22:24 +00:00 |
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codeanticode
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a3787d3b58
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PGL layer just exposes gl functions and constants
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2012-02-06 23:30:08 +00:00 |
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codeanticode
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294c96e2c8
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More material properties handling
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2012-02-06 15:38:29 +00:00 |
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codeanticode
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39ea83133d
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Adding array-handling code for the new material arrays, and interpolation in tessellator.
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2012-02-05 23:26:16 +00:00 |
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codeanticode
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1d4b7097a7
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Putting back in emissive, specular, ambient, etc.
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2012-02-04 03:27:49 +00:00 |
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codeanticode
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7b1766ef29
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Lighting code in vertex shader compiles
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2012-02-03 23:16:20 +00:00 |
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codeanticode
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b8cbfb0664
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Reorganizing logic of light variables
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2012-02-03 16:24:14 +00:00 |
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codeanticode
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085385f086
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Testing light uniforms
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2012-02-03 00:54:53 +00:00 |
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codeanticode
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03333e5784
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Starting with lighting in glsl
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2012-02-02 01:26:44 +00:00 |
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codeanticode
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be267709e8
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Fill and line shaders working on Android
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2012-02-01 23:56:01 +00:00 |
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codeanticode
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0465b58c06
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Properly initializing GLES2 context.
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2012-02-01 20:38:41 +00:00 |
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codeanticode
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937a8f5eb9
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Some cleanup, notes
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2012-01-30 21:25:10 +00:00 |
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codeanticode
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22077aaa36
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Added check for GLES2
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2012-01-30 21:03:40 +00:00 |
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codeanticode
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5f29531a46
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Moving to GLES2 on Android. Not working yet.
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2012-01-30 20:52:20 +00:00 |
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codeanticode
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056df405a7
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Corrected size of cache of point attributes in PShape3D
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2012-01-29 21:04:08 +00:00 |
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codeanticode
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7400b7d883
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Build script copies glsl shaders to android-core
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2012-01-29 20:22:11 +00:00 |
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