Make Input an abstract base class, and move the current functionality into FlatInput...
[movit] / effect_chain.h
2012-10-06 Steinar H. GundersonMake Input an abstract base class, and move the current...
2012-10-06 Steinar H. GundersonKill the EffectId enum, on the basis of YAGNI.
2012-10-06 Steinar H. GundersonRedo the phase generation; we now start at the output...
2012-10-06 Steinar H. GundersonOpen up for multiple inputs. We need to re-think the...
2012-10-06 Steinar H. GundersonRemove another unused member.
2012-10-06 Steinar H. GundersonRemove an unused member.
2012-10-05 Steinar H. GundersonSplit inputs into a separate class (descending from...
2012-10-05 Steinar H. GundersonUnbreak the final normalizers.
2012-10-05 Steinar H. GundersonActually implement multiple inputs to phases. Surprisin...
2012-10-04 Steinar H. GundersonAllow an effect to have multiple inputs (although the...
2012-10-04 Steinar H. GundersonPrepare for a more DAG-like effect graph. Does not...
2012-10-02 Steinar H. GundersonSupport multiple render phases (with FBOs and all)...
2012-10-02 Steinar H. GundersonKill the hard-coded texture enums (yay).
2012-10-02 Steinar H. GundersonUpload the texture via PBOs. Slight speedup on nVidia...
2012-10-02 Steinar H. GundersonUpload textures in BGRA format instead of RGB. Somewhat...
2012-10-01 Steinar H. GundersonUse sRGB textures on the input side if applicable.
2012-10-01 Steinar H. GundersonSquash linear gamma back into the sRGB curve at the...
2012-10-01 Steinar H. GundersonStart actually piecing together the GLSL shaders from...
2012-10-01 Steinar H. GundersonYet more moving of stuff around.