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# Date Author Comment
855ba24e 03/15/2017 10:56 PM Leszek Koltunski

New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.

f6654822 03/08/2017 03:36 PM Leszek Koltunski

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.

89c3e2bf 03/07/2017 03:07 PM Leszek Koltunski

Minor

6637d0f2 03/01/2017 12:06 PM Leszek Koltunski

Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.

2f7afccf 02/28/2017 04:22 PM Leszek Koltunski

Fix Crawl transparency in StarWars.

ee82510e 02/27/2017 11:58 PM Leszek Koltunski

Small improvements for StarWars, but the main issue - non-working transparency of the Crawl - not solved.

af662543 02/27/2017 11:06 PM Leszek Koltunski

Fixes for z-fighting.

fc695380 02/23/2017 11:41 PM Leszek Koltunski

Make it possible to render each DistortedNode with adjustable OpeGL state (writeing to Color, Depth,Stencil buffers, DEPTH, STENCIL, BLENDING on.off, etc)

3c44dcc7 02/21/2017 11:03 PM Leszek Koltunski

The only operation which is now enabled 'statically' in render() is blending.

71759555 02/21/2017 10:10 PM Leszek Koltunski

1) stop culling back face
2) reset OpenGL state beore each render (and not in onCreate)
3) Improve Matrix3D so that we can test negative Scales

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