libraryexamples
It now automatically chooses OpenGL ES 2.0 and GLSL 100 or OpenGL ES 3.0 and GLSL 300.
Postprocessing effects will not work on OpenGL ES 2.0 contexts.
as clearing Depth has been fixed in 580f7d10, we can now use this API in the 'FBO' app.
New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.
Now there's a single place one can have a look at all the Meshes being rendered to a OutputSurface: OutputSurface.renderChildren().This will need to get modified for per-object post-processing.
Minor
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.
Fix Crawl transparency in StarWars.
Small improvements for StarWars, but the main issue - non-working transparency of the Crawl - not solved.
Fixes for z-fighting.
Make it possible to render each DistortedNode with adjustable OpeGL state (writeing to Color, Depth,Stencil buffers, DEPTH, STENCIL, BLENDING on.off, etc)
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