updated makefile for supporting different target architectures
use "ARCH=arch_name make" restructured project folder, implementations and headers together under sources/
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14
NOTES/ABSURD_STUFF
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14
NOTES/ABSURD_STUFF
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GL_SHADING_LANGUAGE_VERSION
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is different from
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GL_SHADING_LANGUAGE_VERSION
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the correct form is the second, taken from a compiler error, the first is text taken from
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https://www.khronos.org/opengl/wiki/OpenGL_Context
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(
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there is an invisible blank at the end of the first string,
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it can be identified by moving the text cursor one step at the time,
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it doesn't show through selection since it has width 0, but the cursor movement skips a step due to its presence )
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verify by replacing in the following text:
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this phrase GL_SHADING_LANGUAGE_VERSION
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will change height on the screen depending on the label used
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and can also make the compiler fail with an absurd "undefined reference"
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31
NOTES/CHANGES_FROM_WINDOWS_VERSION
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31
NOTES/CHANGES_FROM_WINDOWS_VERSION
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resource text files from WIN all had CRLF
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add space the delete it and save
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GLES2 vs GL4
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the GLSL files all needed
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#version 300 es
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instead of
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#version 330 core
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also for the vertex shaders
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/*this will affect all the float guys (float, vecN, matN )*/
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precision mediump float;
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gl_FragCoord is still a varible in gles2 ( 300 es ) , while with gl4 (330 core) needs to be declared
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commented out from declarations ( gl compiler fails on redeclarations )
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automatic casting of variables is not supported
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added some .0 to integers in float expressions
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also some cast through constructors ( i.e float(intVar) )
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InstancesLoader
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changed
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string root = path.substr(0, path.find_last_of("\\") + 1);
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to
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string root = path.substr(0, path.find_last_of("/") + 1);
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Main
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disabled curve path drawing until rewrite using vertexbuffers ( currently using glBegin / glEnd which are not part of OpenglES 2 )
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82
NOTES/COMPATIBILITY
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82
NOTES/COMPATIBILITY
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in molte unità si usano delle chiamate disponibili solo da GL4 / GLES3.1
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# include <GL/glew.h>
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diventa
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# include <GLES2/gl2.h>
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più l'opzionale
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# include <GLES2/gl2ext.h>
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anzichè riscrivere le funzioni mancanti rinominandole alla precedente versione d'estensione, si introducano delle macro da aliasing
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ma si potrebbe anche usare la guardia per racchiudere delle semplici definizioni
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void glDrawBuffers(GLsizei n, const GLenum *bufs){
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glDrawBuffersEXT( n, bufs);
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}
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#define GL_GLEXT_PROTOTYPES
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#include <GLES2/gl2ext.h>
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#ifndef glGenVertexArrays
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#define glGenVertexArrays( n, arrays_ptr) { \
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glGenVertexArraysOES( n, arrays_ptr); \
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}
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#endif
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#ifndef glBindVertexArray
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#define glBindVertexArray( array_ptr) { \
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glBindVertexArrayOES( array_ptr); \
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}
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#endif
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ifndef glDrawBuffers
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define glDrawBuffers ( n, buffers_ptr) { \
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glDrawBuffersEXT( n, bufs); \
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}
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#endif
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sarebbe ancora meglio wrappare tutto attorno a (o un test più sofisticato per dire GL4 o GLES3.1)
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#ifndef GL_ES_VERSION_3_1
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...
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#endif
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