Directory | Changes | Lines of Code | Lines per Change |
---|---|---|---|
Totals | 63 (100.0%) | 1837 (100.0%) | 29.1 |
src/ | 50 (79.4%) | 1756 (95.6%) | 35.1 |
Themes/default/Files/ | 5 (7.9%) | 66 (3.6%) | 13.2 |
Themes/default/Graphics/ | 8 (12.7%) | 15 (0.8%) | 1.8 |
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Cube map implemented....but not yet working perfectly
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Untested- added FBO support. Declare a texture to be "dynamic" (attached to a fbo/rbo) by calling texture.SetIsDynamic (true);
Then, you can render to the texture with:
Display->BeginRenderToDynamicTexture (MercuryTexture* texture);
and stop rendering with
Display->EndRenderToDynamicTexture ();
NOTICE, this will not automatically clear the texture framebuffer, you must manually call ClearZBuffer and ClearFrameBuffer to do so, that is:
BeginRenderToDynamicTexture
ClearFrameBuffer
ClearZBuffer
draw stuff to the texture
EndRenderToDynamicTexture
and hopefully everything should *just* work (let's hope)
-David
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Added support for frame buffer object
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enable pixelshader cleaner
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int MercuryOGL::CompileShader (MString, MString) now compiles a shader and returns an integer glslang ID
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Textures working
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Shaders now textured, but still no directional light or shpere map
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Pixelshaders NYW
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Made some minor structural changes to MercuryOGL before pixelshaders would be added
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