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Webgl2 3d textures #150
Webgl2 3d textures #150
Commits on Dec 27, 2016
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Commits on Dec 29, 2016
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fix generateMipmap error issue
AFAIK if you're not uploading any data then there's no reason to call generateMipmap?
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Commits on Dec 30, 2016
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store VAO's element buffer on object because otherwise setExtraParame…
…ter copies the Buffer object
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Commits on Jan 3, 2017
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Commits on Jan 8, 2017
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This commit switches to AMD for the module system and uses webpack/babel to build lib/gli.all.js. This means you can use ES6 code in the source and it should be converted to ES5. It also means there's no need to add files to both the loaded and the buildscript as webpack can figure out the files. The chrome extension works in both release and debug mode and embed.js seems to work in both release and debug mode. Also tested firefox in release. Safari I can't test as the extension no longer works even without these changes. A few caveats: Because the debug mode uses require.js there *may* be issues with using debug mode on pages that use require.js themselves. Non-debug mode should not have that issue. Another issue is in debug mode things are finicky in that it's possible window.onload could fire before `getContext` has been wrapped. At the moment it seems to be working but just in case, for those cases you can (debug mode with embed.js only) you can wait for `gliready` instead of load. In other words assuming you have some code like this window.onload = runMyApp; You'd change it to window.addEventListener('gliready', runMyApp); Again, only when using embed.js in debug mode.
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Commits on Jan 10, 2017
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Commits on Jan 11, 2017
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Commits on Jan 12, 2017
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I started adding these because I thought I was going to need more shaders to render textures. It turns out I didn't need to do that but still it seems like a good idea to share some code.
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add support for targets TEXTURE_3D and TEXTURE_2D_ARRAY
note: still to todo is supporting texImage3D etc... for uploading data
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Commits on Jan 13, 2017
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Track the internal format of textures
We need this because in WebGL2 samplers are format dependent
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use CSS to make images min 32x32 in Texture history.
This way you can see small images
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make TexturePreview handle uint and int textures
Probably some major refactoring need to support 3d and 2d array textures
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fix firstChild is not a function error
First off how did this ever work. But secondly why did this suddenly start being an issue. What did I change/break Also note that if I debug http://twgljs.org/examples/textures.html and pick to browse all textures I see the live updated texture update live in the preview. Really? Is that's suppose to happen?
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Commits on Jan 15, 2017
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Commits on Jan 16, 2017
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