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library / src / main / res @ 78ff6ea9

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# Date Author Comment
78ff6ea9 01/07/2021 04:08 PM Leszek Koltunski

Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.
Next: convert the last part, i.e. the float effect parameters.

9f9924f8 08/26/2020 03:36 PM Leszek Koltunski

Remove the 'binding' parameter from the UBO in the vertex shader - this is not part of OpenGL ES 3.0, only introduced in 3.1, and we want to be compatible with 3.0.
Now we need to dynamically detect the UBO index and form a BlockBinding ourselves.

45d530fc 08/25/2020 05:48 PM Leszek Koltunski

Update all the dmeshes to versions 2. Add the Dino dmesh.

a2878a67 08/25/2020 04:39 PM Leszek Koltunski

Remove the 'inflate' vertex attributs from the Mesh and file format, and replace that with a per-component 'inflate centers' (which are as of yet untested)

24804c15 08/23/2020 12:00 PM Leszek Koltunski

Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.
The point: ivec4s are always packed tightly in UBOs (which is going to be the next step)

41b3ada0 08/23/2020 11:25 AM Leszek Koltunski

Simplify AssociationUniformBlock

35e7d841 08/21/2020 10:52 AM Leszek Koltunski

Bugfix.

53873b84 08/21/2020 10:38 AM Leszek Koltunski

Bugfix.

96e3b88a 08/20/2020 11:29 PM Leszek Koltunski

Introducing UBO to Effect Queues: step 1.

0bd9f644 08/19/2020 01:31 PM Leszek Koltunski

Introduce an UBO to the vertex shader holding info about mesh effect associations.

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