Reorg of some GL details#918
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…nd buffer and assignment logic Next up, prepare details from graphics.defineEffect()
…from Program Slight redesign of TimeTransform with caching (to synchronize multiple invocations with a frame) and slightly less heavyweight call site
Err, was calling Modulo for sine method, heh That said, time transform seems to work in basic test
Fixed error detection for positive number time transform inputs Relaxed amplitude positivity requirement
Maintenance Revert Test
My mistake adding back changes made
This reverts commit 0b5e1e9.
Following that, removed Rtt_GPU.h includes and pulled GL backend stream stuff into FrameBufferObject Isolates the GL code to tachyon, so less work on ANGLE branch, and also should be helpful for some texture support Still needs a bit of testing and some Windows checks (might still have dependencies there, although they look old too)
…ged in on Windows, although the logic that used them was #if 0'd out With these out of the way we might have decoupled GL includes
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This isn't super-interesting on its own, but is meant to smooth the way for some follow-up work.
In particular, in the course of hammering on an ANGLE backend (WIP), the most natural course on Mac was to introduce a new target wherever a project has an OpenGL (ES) dependency.
A couple projects, e.g. CoronaCore, fit this description, but not in a very natural way. Only a few things in the code—an
#include "Rtt_GPU.h"or some bits inGPUStream, say—made them so, and were kind of flaky connections in the first place, and the TODOs around some of this code seem to agree.Some of the offending code seemed to be only connected to other code that is already
#if 0'd or#ifdef OLD_GRAPHICS'd out, and presumably got forgotten along the way. The live bits that do still matter are mostly related to captures, and have been relocated to the renderer code, where the GL dependency of course makes sense. (Some follow-up tests show behavior remains intact.)(Some texture work, also brewing, should benefit as well.)