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2012-12-13
SceneRefract: Make the refractive index of the medium a command line option.
Jesse Barker
2012-12-13
SceneRefract: Final (hopefully) tweaks for computing the distance through the
Jesse Barker
2012-12-12
SceneRefract: What should be a more correct computation for the back refraction
Jesse Barker
2012-12-11
SceneRefract: Index of refraction exiting the back of the object is back into
Jesse Barker
2012-12-11
SceneRefract: Use the eye direction, rather than the light direction as the
Jesse Barker
2012-12-11
SceneRefract: Fix the back normal orientation (artifact from a previous hack on
Jesse Barker
2012-12-10
SceneRefract: Updates to compute refraction vectors through the front and back
Jesse Barker
2012-12-07
SceneRefract: First cut at a new scene that will demonstrate the refraction of
Jesse Barker
2012-10-22
SceneShadow: Finally add in the ground with the shadow cast upon it.
Jesse Barker
2012-10-22
SceneShadow: Add an object to manage the render target for the depth pass
Jesse Barker
2012-07-09
Merge of lp:~glmark2-dev/glmark2/jellyfish.
Jesse Barker
2012-07-04
SceneTerrain: Add scene based on WebGL dynamic terrain demo.
Alexandros Frantzis
2012-07-03
SceneJellyfish: Simplify vertex animation computation.
Jesse Barker
2012-07-03
SceneJellyfish: Do a proper gradient fill for the background of the scene.
Jesse Barker
2012-07-02
SceneJellyfish: Further updates to time management. Looks pretty smooth now.
Jesse Barker
2012-07-02
SceneJellyfish: Put transparency value back into fragment color result.
Jesse Barker
2012-07-02
SceneJellyfish: Checkpointing. Everything should be set up at this point, but
Jesse Barker
2012-06-29
SceneTerrain: Add scene based on WebGL dynamic terrain demo.
Alexandros Frantzis
2012-06-28
SceneJellyfish: Adding vertex and fragment shaders for the jellyfish scene.
Jesse Barker
2012-06-26
SceneTexture: Add new option for generating texture coordinates in the shader
Jesse Barker
2012-05-15
Add 3 new 512x512 texture images. These were cropped from larger NASA
Jesse Barker
2012-05-10
Merging lp:~glmark2-dev/glmark2/ideas
Jesse Barker
2012-05-07
Ensure that the framebuffer is drawn opaquely.
Alexandros Frantzis
2012-05-03
SceneIdeas: Rename shader source files so they are clearly identified as being
Jesse Barker
2012-04-30
SceneIdeas: Update the Logo object to construct the normal matrix in the object
Jesse Barker
2012-04-30
SceneIdeas: the fragment shader for the shadow of the Logo object needs to use
Jesse Barker
2012-04-30
SceneIdeas: Update the Lamp object so that its normal matrix is constructed in
Jesse Barker
2012-04-27
First pass at making shaders compatible with GLSL|ES. Still much to do, and ...
Jesse Barker
2012-04-27
Ideas: Add shaders for "Ideas in OpenGL" scene.
Jesse Barker
2011-12-13
TextRenderer: Add class for drawing text on screen.
Alexandros Frantzis
2011-11-29
SceneTexture: Add support for bilinear filtering implemented in the fragment ...
Alexandros Frantzis
2011-11-15
SceneBump: Rename sampler to "HeightMap" for the height map bump mapping method.
Alexandros Frantzis
2011-11-14
SceneBump: Recreate height map to get rid of artifacts along UV seam.
Alexandros Frantzis
2011-11-14
SceneBump: Increase height factor for bump mapping using height maps.
Alexandros Frantzis
2011-11-14
SceneBump: Implement bump mapping using height map.
Alexandros Frantzis
2011-11-11
SceneBump: Add bump-mapping method that use a tangent-space normal map.
Alexandros Frantzis
2011-10-26
*: Remove trailing whitespace from glmark2 sources.
Alexandros Frantzis
2011-10-13
SceneDesktop: Add drop shadow effect.
Alexandros Frantzis
2011-10-11
Shaders: Convert all shader files to unix file format (LF line endings).
Alexandros Frantzis
2011-10-08
SceneBuffer: Make the wireframe line thinner for better visual results.
Alexandros Frantzis
2011-10-06
SceneBuffer: Draw using translucency.
Alexandros Frantzis
2011-10-05
SceneBuffer: Draw using a wireframe.
Alexandros Frantzis
2011-10-04
SceneBuffer: Initial implementation.
Alexandros Frantzis
2011-09-21
shaders: Add README file explaining the state and usage of shader sources.
Alexandros Frantzis
2011-09-19
ShaderSource: Add support for setting shader precision at runtime using per-s...
Alexandros Frantzis
2011-09-16
SceneBuild: Add Stanford Bunny model.
Jesse Barker
2011-09-14
ShaderSource: Set the default precision of shader variable types at runtime.
Alexandros Frantzis
2011-09-14
SceneShading: Merge multiple light support for phong shading.
Alexandros Frantzis
2011-09-13
Tone down the ambient contribution. Allows for more lights without washout.
Jesse Barker
2011-09-13
Revert removal of normalization in the vertex shader.
Jesse Barker
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