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Project Information
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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 that 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) framework with application hooks, allowing easy compile-time 'plugging in' of custom initialization and rendering code. Portability between ES2 and GL3 is achieved via abstracting the native context/window APIs (EGL vs GLX) and limited use of conditional compile in the application hooks. Currently the project features testcases with corresponding unit tests for various GLES2/GL3 features. Some of the testcases are only available in ES2 form due to their testing of EGL-specific functionality. |