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library / src / main / java / org / distorted / library / uniformblock @ 8c57d77b

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# Date Author Comment
8c57d77b 03/31/2023 05:24 PM Leszek Koltunski

Decouple (to a large degree) the OpenGL Library from Android.

12c2cfcf 07/15/2022 01:49 AM Leszek Koltunski


0e3b06d1 05/11/2022 11:24 PM Leszek Koltunski


73bcf555 12/16/2021 11:38 PM Leszek Koltunski

Correct the glBufferData's usage argument: in UBO and VBO cases, it should be GL_STATIC_DRAW.

06ed13b5 10/08/2021 05:53 PM Leszek Koltunski

New API: set components centers of all components all in one go.

835b197e 05/07/2021 12:06 AM Leszek Koltunski

Move the information when was a EffectQueue last time evaluated from the EffectQueues all the way up to the Node which contains them.
The point: we need to reset this time back to 0 every time we attach the Node (and thus start evaluating the Queues inside)

7958d843 04/23/2021 10:13 PM Leszek Koltunski

MeshBase's 'MAX_NUM_COMPONENTS' is not a constant - rename!

41ed3f0d 04/23/2021 09:20 PM Leszek Koltunski

Correct an crash when trying to run a program with no vertex effects.

073e5a7a 03/12/2021 10:33 PM Leszek Koltunski

Another attempt at fixing tthings on early Qualcomm OpenGL ES 3.0 drivers.

The previous version does not work on Adreno 405 driver V@100, present for example in a Asus ZenPad 8.
Revert the packed 'ivec2' UBO in the vertex shader back to a 'std140' ivec4. This comes at a price if bumping into the bug on Qualcomm driver version 331 on Adreno 308 - i.e. Samsung Galaxy J4+ again....

80961fc1 02/24/2021 11:12 PM Leszek Koltunski

Make the 'Component Associations' UBO (on most devices) twice smaller -
use the 'packed' layout and 'ivec2' in place of 'ivec4'.

This forces us to dynamically probe the 'Stride' - number of 4-byte entities that the UBO's 'ivec4' takes - and correct the already-constructed UniformBlockAssociation objects in case this turns out to be different than the expected 2, i.e. tightly-packed....

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