b3d7fd2a42
add more notes about deprecated OpenGL features
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Change-Id: Ic83ec7e99c8b666b755b93f315019754f9d9757f
2014-09-02 01:08:48 +02:00
14cdc08470
add a note about deprecated functionality
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Change-Id: Ic980e633f7c9cdcbb3a1b512d66bfd8279d16339
2014-09-02 01:08:45 +02:00
006844a15f
fix my last core shader error
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Now all shaders compile cleanly against a core context without
deprecated functions.
Change-Id: I53c1fe04e07247f94ad5e3a17819cebea0a9f535
2014-09-02 01:08:43 +02:00
8d61b3feee
texture*D in GLSL is deprecated and not available in core contexts
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Change-Id: Ia5da0899d73aea22fe7bae735e57e30dcd37b254
2014-09-02 01:08:43 +02:00
249c5e0f21
replace all attribute and varying in chart shaders
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Next step to a pure OpenGL 3.2 core context.
Change-Id: Ifcfccd9ffc8adcc3b7338e10cb25aeb8496909a3
2014-09-02 01:08:42 +02:00
fbddfdeccc
we need to switch to OpenGL 3.2 core for OSX
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A 3.2 core context only supports GLSL 150 core and above. This at least
removes all vompile errors related to missing or wrong version
requirements. In a next step we need to make use of modern GLSL features
now.
Change-Id: I59f1bc84ab4f64cc6520309b7da25adc3e116997
2014-09-02 01:08:42 +02:00
653ace96c6
make sure that all shaders contain a version string
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This is necessary for OSX where we are using a core context that does
not implement any legacy features anymore.
Change-Id: I59536e99761691d910fef62cf82ceb03e57725ae
2014-09-02 01:08:42 +02:00
0cb5939f72
modify screen text color to blue
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Change-Id: I80435a980550a2b74657442ef1b44ca8e3825a97
2014-08-13 06:21:34 +02:00
e3d4a488a0
make GL 3.0 support bars scroll
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Change-Id: I71d8d94f410e6c67d0e188ea2e0f79eb151758e0
2014-08-06 20:45:13 +02:00
495d53b1dc
make pick shader work when bars scroll
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Change-Id: I9a3e0e36b212ff49ad22ac0ff267d04476b4c307
2014-08-06 20:45:13 +02:00
d15dcc08b8
add bars scroll shaders
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Change-Id: I006062986534950485ffa9e280caad3e37c2f35f
2014-08-06 20:45:11 +02:00
b757ac0b20
fix the light power in 3.0 version
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Change-Id: I0a8e86f513386b7ce0eebb38d3257c275e86085c
2014-08-06 20:45:10 +02:00
a2282e290f
modify the light to make the sence looks better
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Change-Id: If6badae178ffc9be2192fcfdf41fc7d062dc32c4
2014-07-23 22:23:46 +02:00
50a5739cee
small whitespace changes
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Change-Id: I10aa08268bf148eb792440f13bcf044b350d6937
2014-06-21 04:21:41 +02:00
016467d8a5
add batch render texture shaders
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Change-Id: I922d24bc63ed7c1f16318c25da0b6b3401d24b6f
2014-06-21 04:21:40 +02:00
87e23f425f
use shader to calculate alpha channel
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Conflicts:
chart2/source/view/main/GL3DRenderer.cxx
Change-Id: I3cf9636b36ffd47589dd3ab61278802ca73644ce
2014-06-21 04:21:40 +02:00
33a40a317a
add shaders for 3.0 glsl version
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Change-Id: I52dd49132a9b625e8be51b4d5feb7e567ffa0a6e
2014-06-17 08:28:20 +02:00
6b446f95dd
remove tab in shader
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Change-Id: I8641b8c0b478dd23d312fb4e8eed8aa98eb7035e
2014-05-28 23:10:18 +02:00
ddeea3043d
add batch render shader
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Change-Id: I44cd54b35f872365268db3b4455beeac01ba3197
2014-05-28 19:16:17 +02:00
36943e981b
initial work on screen text
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Screen text is positioned in screen coordinates and therefore in 2D.
This means it will not move with the camera.
Change-Id: I3cf2e8859871ebc8034396b4c2d6f1ff9fe5d9f6
2014-05-26 03:29:07 +02:00
42edee1ee1
implement new struct and shaders for picking
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Change-Id: Ib3e08d69c031aa3130b10c0745119cf5935d86db
2014-05-15 14:01:10 +02:00
a63ad6f274
add reverse image shader
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Change-Id: Ibd3aff8aeb71626dada762b53cde8f50f7fbf812
2014-05-08 05:20:57 +02:00
eb0da9b80f
fix whitespace issues
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Change-Id: I7a3680aa324c4242572b71c91ec5bc4f85eff9e9
2014-05-05 17:57:19 +02:00
8af5e1a9fb
add vertex shader and fragment shader for 3D rendering
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Change-Id: I7b1ca054006500d468da73d2d85eafaad85dda67
2014-05-05 17:57:18 +02:00
40ea5e9dd0
Revert "Move OpenGLRender to vcl"
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This reverts commit 04b70c682e2cdc52b144961a83d05fd203de6884.
The OpenGLRender is not abstract enough for vcl. Leave it in chart2.
Conflicts:
chart2/source/view/inc/DummyXShape.hxx
chart2/source/view/main/OpenGLRender.hxx
vcl/Library_vclopengl.mk
Change-Id: I5392c8ee34462ff49059126ca2284d8ebe1eb379
2014-03-17 08:13:49 +01:00
04b70c682e
Move OpenGLRender to vcl
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Change-Id: I6383ae3f94fc18aec92596b9d857d3fde5869dd6
2014-03-14 19:59:21 +01:00
4e20762265
remove unused shader
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Change-Id: Ib30ff20e099f4b3403a3ca7689f7d8d75d888763
2014-02-15 03:49:06 +01:00
89c6efe4ec
add the remaining symbols
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Change-Id: I81b63d9e0e164e07cee3e10072a565e669b98196
2014-02-03 20:53:05 +01:00
27c1d4f2c4
working symbol rendering based on point sprites
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This approach ahs several advantages compared to the old approach. There
is no UNO involved anymore and we have a perfect shape defined by a
mathematical formula. No need for anti-aliasing or complex calculations
on the CPU.
Change-Id: I5018eae516de3368037c4c293d937de66f38568d
2014-02-03 18:28:04 +01:00
fb982d1fca
add license headers to glsl files
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Change-Id: Ib473d7bbb39f50f5fea549e69dcac0e938a1700a
2014-01-31 19:25:12 +01:00
f3444316a7
apparently the OpenGL doc is wrong, we need GLSL 1.20
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Change-Id: I00a98b8a564c7d36f30672ba91593096e460ef8c
2014-01-31 18:49:23 +01:00
5fc4d9e468
gl_PointCoord is already in GLSL 110
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Change-Id: I35de1aad6f7e8dbdcefc1107c843b7b95357c4c6
2014-01-29 08:09:56 +01:00
a7b0b253f0
add Symbol2D rendering
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Change-Id: Ic294ffc4bc675495fe83ac182dbebbba7245c7b9
2014-01-29 08:09:56 +01:00