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2014-06-21small whitespace changesMarkus Mohrhard
Change-Id: I10aa08268bf148eb792440f13bcf044b350d6937
2014-06-21add batch render texture shadersweigao
Change-Id: I922d24bc63ed7c1f16318c25da0b6b3401d24b6f
2014-06-21use shader to calculate alpha channelweigao
Conflicts: chart2/source/view/main/GL3DRenderer.cxx Change-Id: I3cf9636b36ffd47589dd3ab61278802ca73644ce
2014-06-17add shaders for 3.0 glsl versionweigao
Change-Id: I52dd49132a9b625e8be51b4d5feb7e567ffa0a6e
2014-05-28remove tab in shaderMarkus Mohrhard
Change-Id: I8641b8c0b478dd23d312fb4e8eed8aa98eb7035e
2014-05-28add batch render shaderweigao
Change-Id: I44cd54b35f872365268db3b4455beeac01ba3197
2014-05-26initial work on screen textMarkus Mohrhard
Screen text is positioned in screen coordinates and therefore in 2D. This means it will not move with the camera. Change-Id: I3cf2e8859871ebc8034396b4c2d6f1ff9fe5d9f6
2014-05-15implement new struct and shaders for pickingMarkus Mohrhard
Change-Id: Ib3e08d69c031aa3130b10c0745119cf5935d86db
2014-05-08add reverse image shaderweigao
Change-Id: Ibd3aff8aeb71626dada762b53cde8f50f7fbf812
2014-05-05fix whitespace issuesMarkus Mohrhard
Change-Id: I7a3680aa324c4242572b71c91ec5bc4f85eff9e9
2014-05-05add vertex shader and fragment shader for 3D renderingxukai
Change-Id: I7b1ca054006500d468da73d2d85eafaad85dda67
2014-03-17Revert "Move OpenGLRender to vcl"Markus Mohrhard
This reverts commit 04b70c682e2cdc52b144961a83d05fd203de6884. The OpenGLRender is not abstract enough for vcl. Leave it in chart2. Conflicts: chart2/source/view/inc/DummyXShape.hxx chart2/source/view/main/OpenGLRender.hxx vcl/Library_vclopengl.mk Change-Id: I5392c8ee34462ff49059126ca2284d8ebe1eb379
2014-03-14Move OpenGLRender to vclZolnai Tamás
Change-Id: I6383ae3f94fc18aec92596b9d857d3fde5869dd6
2014-02-15remove unused shaderMarkus Mohrhard
Change-Id: Ib30ff20e099f4b3403a3ca7689f7d8d75d888763
2014-02-03add the remaining symbolsMarkus Mohrhard
Change-Id: I81b63d9e0e164e07cee3e10072a565e669b98196
2014-02-03working symbol rendering based on point spritesMarkus Mohrhard
This approach ahs several advantages compared to the old approach. There is no UNO involved anymore and we have a perfect shape defined by a mathematical formula. No need for anti-aliasing or complex calculations on the CPU. Change-Id: I5018eae516de3368037c4c293d937de66f38568d
2014-01-31add license headers to glsl filesMarkus Mohrhard
Change-Id: Ib473d7bbb39f50f5fea549e69dcac0e938a1700a
2014-01-31apparently the OpenGL doc is wrong, we need GLSL 1.20Markus Mohrhard
Change-Id: I00a98b8a564c7d36f30672ba91593096e460ef8c
2014-01-29gl_PointCoord is already in GLSL 110Markus Mohrhard
Change-Id: I35de1aad6f7e8dbdcefc1107c843b7b95357c4c6
2014-01-29add Symbol2D renderingPeilin
Change-Id: Ic294ffc4bc675495fe83ac182dbebbba7245c7b9