Age | Commit message (Collapse) | Author |
|
Change-Id: Ib0372d6a98734724d99b979f2d01abc1ee317847
|
|
The Linux GLSL imlementation is very loose in its interpretation of
standards, it seems. (I am not surprised.) Not so on Windows, at least
with AMD drivers. The inverse() function (for float matririces) is
present only starting from GLSL 1.40. Bump the #version directive
accordingly. (See
https://www.opengl.org/sdk/docs/man/html/inverse.xhtml)
To get this to work again on OS X will be a further challenge. There a
'legacy' context only has GLSL 1.20. But the intent is to move this
code in the direction of using 'core' contexts anyway.
Change-Id: I572dc7cc30f90321b233fbfd857455dc01761a7c
|
|
Change-Id: If5f7368bf53dd59e66e990e4f2c57b6ee2cba44b
|
|
Change-Id: I9d6c3ad0d2cc2f691afb2c8622471286f8a5e1c7
|
|
Change-Id: I2380fc7f8462514e6c032b18b44df51fbaaccb9f
|
|
Change-Id: Iec854a8369a7a9f845f261233e46aea8097db109
|
|
ftransform() is deprecated, and we shouldnât do an extraneous
multiplication to obtain the two matrices together.
Change-Id: Iaa16c106b8b702468f7be643a812107f0967acdd
|
|
Use #version 120 explicitly, and adapt the shader shader code
accordingly, to use strictly only GLSL 1.20 constructs. Also, use less
vertex attribute data in the Vortex vertex shader: We can pack the
per-vertex tile x and y index and in-tile vertex index information
into one float. Also, the shader can calculate the center of the tile
a vertex belongs to based on the knowledge of which tile it is.
Now the shader transitions work on OS X, too.
Change-Id: I93e8b5069a6d06d2e412ffee322b1eb32805e606
|
|
Change-Id: I8930aab2b4d3fd00916f12b86fa06b5e011542ac
|