start with fragment shader particles implementation
Fragment shader particles working in principle
Fragment shader particles implemented, still has a few bugs
Fragment shader particles cleanup
- Remove texture ping-pong, read and render into the same textures
- Clarify variable names
- Removed unused stuff
Fragment shader particles
- Experimental use of instanced draw call
Fragment shader particles
- Add all rendering options (drawarray with 1 element, drawarray with 1mio elements and instanced) to the code for experimenting on different computers
- Activate variant with 1 element for the moment, may not work with all GPU/driver combinations, though
Merge branch 'origin/master'
Adjust namespaces
Make gpu-particles example run on < 4.3 systems for the moment, until that problem is finally fixed
Update README.md
Update README.md
Merge branch 'origin/master'
Add clear methods to FBO (closes #81)
gpu-particles: use shader include in fragment shader implementation
gpu-particles: check for extensions and only activate supported backends
Refine copy buffer behavior
Merge branch 'master' of github.com:hpicgs/glow
gpu-particles fragment shader backend
- Use empty VAO as this should be valid according to OGL specs
- Clean up fragment shader backend
Add clearBuffer methods to FBO
Add static unbind on Buffer