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then:

A GL ES2 primer for X11 in a posix environment. Features a tangent-space normal mapping shader that does not read tangent-space basis through dedicated vertex attributes. Instead said basis is calculated on the fly, per-pixel. Due to the amount of computations and use of gradient GLSL functionality this primer can be an interesting GLSL ES2 benchmark.

now:

A monolithic (statically-linked) rudimentary framework with application hooks, allowing easy 'plugging in' of custom rendering code. Currently the project features various unit-tests for random GL ES2 features the author has had the need to test and track the performance of in the course of his daily routine.

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