Commits

Author Commit Message Labels Comments Date
rndblnch
removed unused import
rndblnch
fixed some indentation
rndblnch
expect GLUT_3_2_CORE_PROFILE to be exported by OpenGL.GLUT
rndblnch
added opengl 3.2 core / glsl 1.50 evolution
rndblnch
fixed a few errors and switched to RGBA texture (because LUMINANCE_ALPHA is not supported in 3.2)
rndblnch
compatibility with PyOpenGL 3.0.2 final
rndblnch
merged from python2
rndblnch
merged from python2
rndblnch
merged from python2
rndblnch
fix python3 compliance (at the expense of loss of python 2.5- compatibility)
rndblnch
fix trailing spaces
Branches
python2
rndblnch
linalg: better code
Branches
python2
rndblnch
png: zlib.crc32 can be < 0
Branches
python2
rndblnch
branches: created python2
Branches
python2
rndblnch
linalg: better matrices and typos
rndblnch
linalg: added some operations on matrices
rndblnch
generalized vector for d != 3
rndblnch
step 9 completed: look ma, i can do matrix products! ready for OpenGL|ES 2.x!
rndblnch
starting step 9: toward OpenGL|ES 2.x
rndblnch
finished step 8: pixel buffers for texture and for screenshot. OpenGL 2.1 needed.
rndblnch
starting step 8: pixel buffer objects
rndblnch
fixed png import
rndblnch
finished stp 7: one step closer to OpenGL|ES 2.x with attributes
rndblnch
starting step 7: using vertex attributes
rndblnch
finished setp 6: per pixel lighting (not so visually impressive, just to show interest of shaders)
rndblnch
starting step 6: per pixel lighthing
rndblnch
finished step 5: now using vertex & fragment shaders, welcome OpenGL 2.0!
rndblnch
entering level 5: programmable pipline starts here
rndblnch
finished stage 4: vertex buffer object to pass geometry to the GPU, OpenGL 1.5 ready!
rndblnch
starting step 4: vertex buffer objects
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