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Commits on Nov 23, 2012
  1. Remove the explicit -g3 from COMPILE_FLAGS.

    Should be using -DCMAKE_BUILD_TYPE to generate a debug build instead.
Commits on Nov 24, 2010
  1. Added an example which prints out model info.

    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. OBJ and PLY parser bug fixes.

    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. Some more example programs.

    Demonstrating the use of the stencil buffer and shadow mapping.
Commits on Oct 19, 2010
Commits on Oct 18, 2010
  1. Added an example of per-face colours.

    The example uses a geometry shader to set texture coords depending on which
    face is being rendered.
Commits on Oct 13, 2010
  1. Switched to a 16 bit-per-channel renderbuffer.

    We'll probably need the extra precision...
  2. Got the picking example working.

    It doesn't use a render buffer yet though.
  3. Added -g3 to the compiler flags.

Commits on Oct 12, 2010
  1. More work on the picking implementation.

    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. Added an example of GL-accelerated picking.

    Also fixed a compile error in the raymarch example.
Commits on Sep 5, 2010
  1. Pressing keys '0'-'6' sets a predefined camera position.

    Also got transparency rendering correctly. It wasn't enabled before.
Commits on Aug 31, 2010
  1. Added raymarch example.

    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! :-)
Commits on Aug 26, 2010
  1. Added methods to the Camera interface for calculating good camera pos…

    …itions, with implementation in BaseCamera.
    This is taken pretty much straight from my OBJViewer project.
Commits on Aug 24, 2010
  1. Found out I should have been using find_package() in CMake instead of…

    … including the FindXXX modules directly.
  2. Try to autodetect cppunit and only build the tests if we find it.

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

    This is instead of relying on them all being in one of a small number of hardcoded known locations, so it's Definitely Better.
  4. Using the FindOpenGL and FindOpenMP modules for CMake.

    This automatically gives you the correct command line arguments for compiling and linking with OpenGL and OpenMP respectively.
  5. Better handling for the library-vs.-framework issue for OpenGL and GLUT.

    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).
  6. Got a basic CMake build working.

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

    …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.
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