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# Date Author Comment
eeb5d115 08/29/2020 01:25 PM Leszek Koltunski

Progress with MeshPolygon.

ac6a08e7 08/28/2020 02:56 PM Leszek Koltunski

Progress with MeshPolygon.

b948df7a 08/28/2020 12:37 AM Leszek Koltunski

Rename Meshes.

808ef3aa 08/28/2020 12:36 AM Leszek Koltunski

First attempt at new mesh - Polygon. Unfinished (normal vector!), untested

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.

7a9edb92 08/26/2020 12:24 AM Leszek Koltunski

Add component centers to dmesh version 2.

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)

9becf30e 08/23/2020 11:29 PM Leszek Koltunski

Speedup: remember the mesh associations of VertexEffects only once, when they actually change, and not every time we compute() a VertexQueue.

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)

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