brunoherbelin
bf953b328a
Using vec4 for color (adding alpha)
2020-04-11 22:30:19 +02:00
brunoherbelin
1e70d8f4e2
Implement mechanism to push & pop rendering attributes
2020-04-05 11:44:01 +02:00
brunoherbelin
bef60e3e13
Using translation, rotation and scale vectors to define transform of
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node (matrix computed at update). GUI to modify transform adapted
accordingly. Initialization nodes done at first run of draw (prevents
mistake of forgetting to init).
2020-04-05 01:21:29 +02:00
brunoherbelin
fc256693dc
Creation of Switch Node, Fixed Primitives inheritance, and added
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Blending to Shader.
2020-04-02 00:06:55 +02:00
brunoherbelin
37a6754de2
Extend mechanism of visitor for all important classes that has
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attributes of a scene (for saving in XML, or other visitors)
2020-04-01 14:41:42 +02:00
brunoherbelin
da8e124ad1
Avoid Clang compilation warnings
2020-03-31 20:52:00 +02:00
brunoherbelin
2fc01e8435
Introducing scene graph
2020-03-31 17:01:33 +02:00
brunoherbelin
25ed6e5337
Shader refer to single instance of shading program to avoid duplicate in
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GPU.
2020-03-29 09:56:56 +02:00
brunoherbelin
84734727a2
Simplified Shader (uniforms must be set at each use of a Shader, even if
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they share the same program).
2020-03-29 00:54:44 +01:00
brunoherbelin
a36ec5ffeb
Redefine shading classes: glsl program is now separate from shader
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class, which are derived to manage uniform variables.
2020-03-29 00:22:56 +01:00
brunoherbelin
0bba7a0a84
Complete refactoring
2020-03-22 12:22:36 +01:00