Activity
From 03/05/2018 to 04/03/2018
04/02/2018
- 10:15 PM Revision a5f35220 (examples): Minor.
- 10:15 PM Revision 2faad666 (library): SSBO: now we have a more-or-less correct running average of the count of transparent fragments over the last few frames.
03/29/2018
- 03:58 PM Revision df4d7edc (library): SSBO: correct various things.
- 03:58 PM Revision 4dd7ca16 (examples): Minor.
03/28/2018
- 11:36 PM Revision c14e495b (library): SSBO: zero out the per-surface transparent fragment counter only when setting the surface as output for the first time in the frame.
- 10:33 PM Revision 51a3cbab (library): SSBO: handle the fact that we might run out of space in our SSBO if we keep creating new Surfaces.
- 09:14 PM Revision 8a57da61 (library): SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.
- 08:29 PM Revision 27cd6b98 (library): SSBO: more and more works...
- 05:34 PM Revision 66ace7f5 (library): SSBO: fix problems with endianness.
- 01:58 PM Revision 2ab60f72 (library): SSBO: something is working already, although we still get the 4 bytes back from the shader in reverse order ( so '17'=0x00000011 written by the shader becomes '285212672 = 0x11000000' )
03/27/2018
- 07:56 PM Revision 12f45260 (library): First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.
- 12:51 PM Revision e6519ac8 (library): Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)
- 12:21 PM Revision 7d0ce619 (library): New Object Counter class - to count OutputSurfaces lazy way, but keep the counters small (reuse)
03/23/2018
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