Fixed bugs in the computation of mipmap sizes. Fixed bug where a shader coverage error was raised if a uniform covered by a regular uniform parameter was declared in a uniform block.
Added some constructors for AttribParam and Uniform Param vectors. Added integer variants for AttribParam vectors. Fixed an error where shader coverage for uniform buffer objects could fail.
Fixed harmless goof where FramebufferObject.setAttachments would sometimes pass extra empty elements to glDrawBuffers
Eliminated an unnecessary memory allocation in Shaders.link. Fixed a bug where Uniform Blocks were not handled correctly by the shader coverage test.
Reduced garbage generation in VertexArrayObject
Merge with 779a3b622301b1044640ba10874bd4c6b78c5220
Added hashcode/equals to texsize
Merge with 57c82a9fdf0e18cbb91df0e06bc6c8023de2f7cc
changed ambiguous signature in Shaders utility
Added bufferSubData method to BufferObject
Updated closestFormat for 16 bit float formats. Removed jank ShaderManager function.
Added half float datatype
Reduced unnecessary memory allocation in PoseArmature
Updated code to match vector changes
Fixed errors caused by caches were not cleared when replacing shader programs. Added time standard uniform
Removed broken push(int) in Transform3DStack and added load(int) instead. SpriteFontBuilder.Indexer can now return false to avoid generating a glyph. Fixed incorrect name in Tex.Finalizer.
All ResourceImpls are now finalizable, animator now implements Executor.
RenderableMesh is now Finalizable
Added depth functionality to Transform3DStack
Using new vector types
Updated code to Disposable finalizer changes
Synced frameTime with display timing in UltimateAnimator
Added ShaderManager function to determine shader type from file extension
Changed the way shader parameter checking works and clarified in comments. Refactored ShaderUniform and VertexAttribute internal class names and introduced additional abstract classes for interface design reasons. CubeBuilder face order can now be modified. Added PlaneBuilder. Fixed line width calculation bugs in BMFontBuilder. Flipped winding order in TextImpl.
Added normal matrix standard shader uniform
Refactored ShaderManager to facilitate code reuse in subclasses
Added RGMA standard uniform
Changed MGRA convention to RGMA. Added texture offset/scale uniform enums. Added VertexComponent utility and refactored cube and sphere builders to be more flexible.
Implemented cache for shader uniform/uniform block/vertex attribute locations
UniformBufferBinding no longer errors if the uniform is not active
Fixed incorrect argument order in framebuffer attachment and added support for layered framebuffer attachments.
Added Animator implementation. Added get/setCompareFunc and getCompareMode to Tex.
Added support for headers (e.g. prepending preprocessor defines) to ShaderFile/Shaders. Added POSITION constant to ShaderSampler Added support for transform stacks. Added cube builder. Fixed incorrect documentation in UVSphere. Fixed bug where Tex.setBorderColor would only work for 2D textures. Added Tex.setCompareMode (for shadow mapping).
RestArmature.toString is now less verbose. Moved verbose version to separate method.
Added a ShaderSampler enum value
Changed ShaderManager interface to use a colon-separated string instead of varargs to reduce unnecessary memory allocations. Replaced empty array allocation in BVHSLoader.
Added more shadersampler enum values
Rewrote shader parameter code to reduce memory allocations
PoseBone now has better support for interpolation
added checked rendering to modelbuilder
Added write functionality to BMFontData
Font builders now have functions to get the default line height and the baseline offset
Fixed incorrect line break behaviours
text update in gpuinfo
Updated code to OWG_UTIL changes
Rectangles now operates on TexSize for sizes
Added framebuffer bit to GLState, argb functions to AttribBuilders and ShaderUniform, Rectangles now supports up to 4 texture coordinate sets
Added integer shaderuniform functions
Text now has checked rendering option
Removed code to reset buffer bindings to null. Removed SpriteFont and introduced the text package, which has both sprite font and BMFont functionality.
Improved support for ARGB int colors
Improved abgr8
Merge with 47fb3300c07702a567343335056d11849ff3adfe
Added more AttribBuilder4B functions for using integers
Set project encoding to utf-8
Added hgignore
Renamed CachedShader to Shader. Changed method names in ShaderSource.
Optimised away a memory allocation in VAO.render
Changed PoseArmature.toString
Merged RigidMesh and DeformableMesh
Exclude Rectangles from AutoNaming
OvoLoader can now import quads
ModelBuilder.drawCommand() is now non-destructive, allowing building/rendering multiple times with updates in between
DrawCommands now have named types. Checked VAO rendering is now specified with a boolean argument. VAOs generated from SpriteFonts can now be rendered with a limited number of characters.
Moved UniformParam factory methods to ShaderUniform. Added additional texture binding factory method to ShaderSampler.
Renamed posearmature.content to data, made autonaming aware that AttribBuilder and ModelBuilder are library classes
Updated library according to breaking OWG_UTIL changes
Fixed bugs where the normal vertex attribute was not configured correctly for mesh implementations. Removed undesirable code for sanitizing ovo primitive group names.
Added framebuffer object classes. Added pixel buffer object classes. Added public function to get the draw command for a ModelBuilder. Added Orientation3D class. Patched an issue where uniform array coverage was not detected by UniformParam. Added unit sphere utility class. Added some more standard shader uniforms.
Added pluggable finalizer implementation for resource objects
PoseArmature is now Disposable
Added BVH/BVHS armature and ovo model support. Added utility to print basic GPU information. Merged some buffer object code into a common superclass for code reuse and refactored usage code accordingly. Improved shader disposal code. Reordered vertex attributes and renamed TANGENTS to TANGENT_SPACE. Added support for uniform buffer objects and refactored VAO-related code accordingly. Added code to optionally check if the application-suppied ShaderParameters provide coverage of the active vert...
VertexArrayObject.render now resets the vao binding.
package refactoring
added shader manager
Changed the vertex attribute layout scheme: Each VertexAttribute enum constant now has a fixed vertex attribute index, allowing VertexArrayObjects to be used with multiple shader programs.
Added ability to change the shader program of a vao
Added VAO bit option to GLState
Initial import