Age | Commit message (Collapse) | Author |
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If the multitex.vert shader uses the VertCoord generic vertex attribute
instead of the pre-defined gl_Vertex attribute, we need to make sure that
VertCoord gets bound to generic vertex attribute zero.
That's because we need to call glVertexAttrib2fv(0, xy) after all the other
vertex attributes have been set since setting generic attribute 0 triggers
vertex submission. Before, we wound up issuing the vertex attributes in
the order 0, 1, 2 which caused the first vertex to be submitted before all
the attributes were set. Now, the attributes are set in 1, 2, 0 order.
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Move between mipmaps, render a triangle, reload textures with either
the original arch (and GenMipmaps) or via straightforward glTexImage.
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This is becoming more like a test than a trivial/ example.
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And fix compiler warnings.
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Test variable indexing into a uniform array in a vertex shader.
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Fixes segfault. See bug 21239. However, the demo doesn't render
properly. Probably a bug in the GL_ATI_fragment_shader code.
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