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Branch: master
Commits on Nov 24, 2010
  1. @vilya

    Added an example which prints out model info.

    vilya authored
    It loads a model in any supported file format (.obj and .ply at time of
    writing) and prints out the number of polygons, vertices, textures, etc.
  2. @vilya

    OBJ and PLY parser bug fixes.

    vilya authored
    The OBJ reader was calling beginFace()/endFace() twice per face rather than
    just once.
    
    The PLY reader wasn't calling beginModel()/endModel() at all.
Commits on Oct 29, 2010
  1. @vilya
  2. @vilya

    Some more example programs.

    vilya authored
    Demonstrating the use of the stencil buffer and shadow mapping.
Commits on Oct 19, 2010
  1. @vilya
Commits on Oct 18, 2010
  1. @vilya

    Added an example of per-face colours.

    vilya authored
    The example uses a geometry shader to set texture coords depending on which
    face is being rendered.
  2. @vilya
Commits on Oct 13, 2010
  1. @vilya
  2. @vilya
  3. @vilya

    Switched to a 16 bit-per-channel renderbuffer.

    vilya authored
    We'll probably need the extra precision...
  4. @vilya
  5. @vilya

    Got the picking example working.

    vilya authored
    It doesn't use a render buffer yet though.
  6. @vilya

    Added -g3 to the compiler flags.

    vilya authored
Commits on Oct 12, 2010
  1. @vilya

    More work on the picking implementation.

    vilya authored
    Attempting to use shaders and vertex buffers to render both the picking and visual images. Doesn't totally work yet though...
Commits on Oct 11, 2010
  1. @vilya

    Added an example of GL-accelerated picking.

    vilya authored
    Also fixed a compile error in the raymarch example.
Commits on Sep 5, 2010
  1. @vilya

    Pressing keys '0'-'6' sets a predefined camera position.

    vilya authored
    Also got transparency rendering correctly. It wasn't enabled before.
    Oops.
  2. @vilya
Commits on Aug 31, 2010
  1. @vilya

    Added raymarch example.

    vilya authored
    This is code ported in from a separate project. Using VGL meant cutting the lines of code by a third while ADDING functionality. Yay VGL! :-)
  2. @vilya
  3. @vilya
Commits on Aug 26, 2010
  1. @vilya
  2. @vilya

    Added methods to the Camera interface for calculating good camera pos…

    vilya authored
    …itions, with implementation in BaseCamera.
    
    This is taken pretty much straight from my OBJViewer project.
Commits on Aug 24, 2010
  1. @vilya

    Found out I should have been using find_package() in CMake instead of…

    vilya authored
    … including the FindXXX modules directly.
  2. @vilya
  3. @vilya
  4. @vilya

    Try to autodetect cppunit and only build the tests if we find it.

    vilya authored
    Removed the (now redundant) link_directories command. Also decided that tests probably shouldn't be installed so I took out the install command from the test function.
  5. @vilya

    Using CMake modules to find all the image format libraries now.

    vilya authored
    This is instead of relying on them all being in one of a small number of hardcoded known locations, so it's Definitely Better.
  6. @vilya
  7. @vilya
  8. @vilya

    Using the FindOpenGL and FindOpenMP modules for CMake.

    vilya authored
    This automatically gives you the correct command line arguments for compiling and linking with OpenGL and OpenMP respectively.
  9. @vilya

    Better handling for the library-vs.-framework issue for OpenGL and GLUT.

    vilya authored
    Using find_library now which does the right thing regardless of which OS we're building on (I think - I haven't been able to test it on Linux yet).
  10. @vilya

    Got a basic CMake build working.

    vilya authored
    It doesn't nicely separate out the build results yet though - the vgl library, the examples and the tests all get built into the same folder - and it doesn't copy the headers out either.
    
    It doesn't use any fancy compiler or linker options either yet, besides those necessary to get it building at all.
Commits on Aug 19, 2010
  1. @vilya
  2. @vilya

    Modified the other examples to use the default camera instead of prov…

    vilya authored
    …iding their own.
    
    Where appropriate, of course.
    
    The arcball example still explicitly provides a camera, even though it's actually the same as the default camera we'd get. But the point of that example is to show how to create and use an ArcballCamera, so it seemed counter-productive to take it out...
    
    Naturally the imageview example still uses an OrthoCamera, too.
  3. @vilya
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