Create shortcoming demo about transparency,
but also right now Models with bitmap texture without transparency render from back to front OK. (even with the current useless parent-child scene graph traversal)
The Controller can also receive on INIT (later: too late) the gl object instead of instantiating it with default values, so that you can configure it the way you want and use it in the Controller.
Trying out game_loop
Notes: mouse.cx/mouse.cy = x/y coords with origin in center
Fix with didi ! :)
makeViewMatrix is still broken
Fix Camera's initial position and Direction.
Remove `focus` attribute, for simplicity.
Move to own fork of vector_math (until PR is submitted/accepted)
Trackball controls are working as expected. (with fixed yaw axis)
Add Quadsphere Mesh !
Blend BitmapTextureLayer ourselves.
Add experimental DidiLayer.
Add exhaustive(-to-be) test-case for shader preprocessor.
Add support for one line multiple defs in the shader preprocessor.
Add INCOMPLETE support for "other" code in the shader preprocessor.
The "other" code is not mangled, but copied as-is !
Add support for shared GLSL variables, ie variables whose names will not be mangled.
Fix support of shared GLSL variables. Is okay now.
- StarLayer
- WoodLayer
Document the characteristics of the "laid christian cross" single image uv mapping (but not homotilic) for cubes / quadspheres.
Move QuadcubeMesh into its own file and another uv mapping for it : cube net.
Improve demo 02 to dynamically load images as the quadsphere texture. Kiouze will love this :)
Cleanup StarLayer a bit and remove its glow, fix QuadcubeMesh for checked mode.
Add onQuadFace hook for QuadcubeMesh.
Cleanup