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2010-10-13
Switch from MultiDrawElements to the extra-vert-at-the-end stips hack.
HEAD
master
Eric Anholt
2
-59
/
+39
2010-07-31
Skip multiplying the unused column of modelview
Eric Anholt
1
-2
/
+3
2010-07-13
Replace a divide by sqrt with multiply by invsersesqrt.
Eric Anholt
1
-2
/
+2
2010-07-02
Require GLSL 1.20 in the shaders.
Eric Anholt
4
-0
/
+8
2010-05-25
Add support for EXT_timer_query.
Eric Anholt
1
-3
/
+75
2009-11-09
Update for GLU3 API changes.
Eric Anholt
2
-14
/
+15
2009-09-09
draw/readbuffer state is part of the fbo, so no need to reset it per frame.
Eric Anholt
1
-4
/
+2
2009-08-11
Move a bunch of division for the ward calc out to uniforms.
Eric Anholt
4
-8
/
+19
2009-08-10
Disable the conditional brdf calc as a hack.
Eric Anholt
1
-0
/
+6
2009-08-10
Move the rings drawing code to a separate file.
Eric Anholt
4
-497
/
+552
2009-08-07
Shuffle BRDF code around to allow avoiding computation in shadowed case.
Eric Anholt
1
-50
/
+64
2009-08-07
Clean up n_dot_l and n_dot_v < 0 clamping.
Eric Anholt
1
-4
/
+1
2009-08-07
Drop old brdf options from previous experimentation
Eric Anholt
1
-23
/
+0
2009-08-07
Move texcoord.x *= 4 out of VS into constants.
Eric Anholt
2
-2
/
+2
2009-08-07
Add a -benchmark mode.
Eric Anholt
1
-11
/
+33
2009-08-01
Calculate a better bounding box for the rings by calculating their radius.
Eric Anholt
2
-1
/
+18
2009-08-01
Increase texture size and replace cullface with PolygonOffset to reduce acne.
Eric Anholt
1
-3
/
+7
2009-08-01
don't bother writing unused color data in shadow map creation.
Eric Anholt
1
-1
/
+0
2009-08-01
Don't include shadow in ambient calculations.
Eric Anholt
1
-2
/
+2
2009-08-01
Use front-face culling to significantly reduce shadow acne.
Eric Anholt
1
-0
/
+2
2009-08-01
Add acne-ridden shadowing to rings.
Eric Anholt
6
-21
/
+45
2009-08-01
Use shadow mapping instead of shadow texturing.
Eric Anholt
3
-17
/
+36
2009-07-31
Bound the shadow frustum more closely.
Eric Anholt
3
-9
/
+53
2009-07-31
Use texture2DProj for correct interpolation of shadow coords.
Eric Anholt
2
-5
/
+4
2009-07-31
shut up debug.
Eric Anholt
1
-1
/
+1
2009-07-31
Use linear filtering for less-ugly shadows.
Eric Anholt
1
-2
/
+2
2009-07-31
Fix the viewport transform of world to shadow texcoords.
Eric Anholt
2
-4
/
+5
2009-07-31
Fix the rings position, calculated center position, and radius.
Eric Anholt
1
-6
/
+6
2009-07-31
Use new gluFrustum6 to do a better job of coming up with the projection.
Eric Anholt
1
-3
/
+6
2009-07-31
Update light eye position for the ground shader.
Eric Anholt
3
-2
/
+4
2009-07-31
Fix the light position to be outside of the bounds of the shadow casters.
Eric Anholt
2
-1
/
+13
2009-07-30
Apply the shadow map to the ground plane.
Eric Anholt
6
-4
/
+46
2009-07-28
Add debug printing functions for GLU types.
Eric Anholt
3
-0
/
+37
2009-07-28
Move the light up above the objects.
Eric Anholt
1
-1
/
+1
2009-07-28
Add "m" to display the shadow map.
Eric Anholt
4
-3
/
+92
2009-07-28
Start implementing shadow texturing.
Eric Anholt
6
-16
/
+232
2009-07-28
Move to new GLU3 API.
Eric Anholt
2
-24
/
+25
2009-07-28
Cut code duplication in load_program.
Eric Anholt
1
-18
/
+16
2009-07-28
Set AM_CFLAGS instead of CFLAGS so I don't overwrite them.
Eric Anholt
1
-1
/
+1
2009-07-28
Save off the obj_to_world transforms for each ring.
Eric Anholt
1
-5
/
+17
2009-07-28
Phong it up on the ground plane.
Eric Anholt
4
-121
/
+15
2009-07-28
Add a bright red ground plane.
Eric Anholt
6
-21
/
+377
2009-07-28
Fix up load_program so it can be used for other programs too.
Eric Anholt
1
-17
/
+41
2009-07-28
Use glu3 for handling our matrices instead of using ff.
Eric Anholt
5
-51
/
+142
2009-07-21
Use SDL instead of GLUT.
Eric Anholt
4
-34
/
+118
2009-07-21
Use ARB_vertex_array_object to simplify the drawing code.
Eric Anholt
1
-26
/
+27
2009-07-21
Actually check for 2.0.
Eric Anholt
1
-0
/
+3
2009-07-02
Don't leak the libpng structures.
Eric Anholt
1
-0
/
+2
2009-06-17
Draw more instances of the model.
Eric Anholt
1
-7
/
+10
2009-06-17
Stop rendering all those times and just use ward.
Eric Anholt
2
-146
/
+59
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