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std::string PreprocessGLES3Shader (const std::string& source, bool autoNormalizeNormals, bool fullVertexShaderPreprocess) | |
{ | |
std::string remainder1, remainder2; | |
std::string vertexShaderSource = ExtractDefineBlock (source, "VERTEX", &remainder1); | |
std::string fragmentShaderSource = ExtractDefineBlock (remainder1, "FRAGMENT", &remainder2); | |
if (fullVertexShaderPreprocess) | |
vertexShaderSource = PreprocessGLESVertexShader (vertexShaderSource, kShaderAPIGLES3, autoNormalizeNormals); | |
vertexShaderSource = PreprocessVertexShader(vertexShaderSource, autoNormalizeNormals); |
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struct caps | |
{ | |
enum profile | |
{ | |
CORE = 0x00000001, | |
COMPATIBILITY = 0x00000002, | |
ES = 0x00000004 | |
}; | |
private: |
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#include <gli/gli.hpp> | |
GLuint create_texture_2d(gli::storage const & Storage) | |
{ | |
gli::texture2D Texture(Storage); | |
if(Texture.empty()) | |
return 0; | |
GLuint Name(0); | |
glGenTextures(1, &Name); |
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OpenGL is thread-safe which is actually pretty annoying and expective. | |
OpenGL traditionally uses the "Bind to Edit" model. An alternative is called "Direct State Access" (DSA). | |
Bind to Edit: | |
GLuint Texture(0); | |
glGenTextures(1, &Texture); | |
glBindTexture(GL_TEXTURE_2D, Texture); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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"std::__1::__basic_string_common<true>::__throw_length_error() const", referenced from: | |
std::__1::basic_stringbuf<char, std::__1::char_traits<char>, std::__1::allocator<char> >::str() constin libGeoRayTrace.a(accel.o) | |
"std::__1::locale::use_facet(std::__1::locale::id&) const", referenced from: | |
embree::Ref<embree::Accel> embree::build<embree::BVH2Builder<embree::HeuristicBinning<2> > >(embree::TriangleType const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, embree::BuildTriangle const*, unsigned long, embree::Vec3fa const*, unsigned long, embree::BBox<embree::Vec3<float> > const&, bool)in libGeoRayTrace.a(accel.o) | |
embree::Ref<embree::Accel> embree::build<embree::BVH2Builder<embree::HeuristicBinning<0> > >(embree::TriangleType const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, embree::BuildTriangle const*, unsigned long, embree::Vec3fa const*, unsigned long, embree::BBox<embree::Vec3<float> |
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/////////////////////////////////////////////////////////////////////////////////// | |
/// OpenGL Samples Pack (ogl-samples.g-truc.net) | |
/// | |
/// Copyright (c) 2004 - 2014 G-Truc Creation (www.g-truc.net) | |
/// Permission is hereby granted, free of charge, to any person obtaining a copy | |
/// of this software and associated documentation files (the "Software"), to deal | |
/// in the Software without restriction, including without limitation the rights | |
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
/// copies of the Software, and to permit persons to whom the Software is | |
/// furnished to do so, subject to the following conditions: |
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time for cuda glm (matrix): 233 milliseconds | |
time for cuda helper math (matrix): 225 milliseconds | |
time for cuda glm (dot): 187 milliseconds | |
time for cuda helper math (dot): 307 milliseconds | |
time for cuda glm (cross): 45 milliseconds | |
time for cuda helper math (cross): 163 milliseconds | |
https://bitbucket.org/adamce/cuda-glm-performance-test |
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Depends on OpenGL | |
Doesn't distinguish OpenGL profiles | |
Doesn't support texture swizzle | |
Doesn't explicitly export texture target, no texture rectangle support | |
Doesn't support texture formats from others graphics APIs than OpenGL | |
Doesn't make it easy to load only a subset of layers | |
Doesn't store faces continuously in memory | |
No sparse storage |
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#if GLM_COMPILER & GLM_COMPILER_CUDA | |
template <> | |
GLM_FUNC_QUALIFIER float max<float>(float x, float y) | |
{ | |
return fmaxf(x, y); | |
} | |
#endif//GLM_COMPILER & GLM_COMPILER_CUDA |
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Name | |
ARB_colorspace | |
Name Strings | |
WGL_ARB_colorspace | |
Contact |
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