| Commit message (Collapse) | Author | Age | Files | Lines |
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There is enough information to generate some of the material loading
code from shaders/data.h.
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Now that shaders/data.h is in place, it can be taken to the next
extreme.
The information stored in shaders/data.h is plentiful enough that vertex
attribute location information can be standardised, the definition of
vertices can be specified in only one place and the bindings for vertex
information can be generated.
It's around this point in time that I wish there was a better
pre-processor for all this. It might make things a lot cleaner.
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This change also stops using bie as eventually it will be replaced with
a more sophisticated asset handling system which will also allow custom
shaders.
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Numerous times a new uniform has been added and the corresponding
increment of the nunis parameter was forgotten causing confusion. This
should not happen anymore.
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m4 has been removed, loadgl.c.in is now gl.c, gldefs.h and loadgl.h.in
have now been merged into gl.h. loadgl.m4 has been transformed into
glfunc.h which is being used in the way of a bie index file to
generate information at 3 places.
lgl_load is now gl_load and doesn't return anything, the jongjmp.h
method of error handling was pre-emptive and for now this much simpler
system will suffice. This means that lgl_strerror is no longer neede.
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glprog provides a simple interface to loadign OpenGL program objects
and getting their uniform locations.
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