(Add new stuff at the top!) Sept 27th: ========== * Added a 'collisionMap' and pre-populated it with the handles of four of the cubes (which are coloured RED so you can see them). * Non-red cubes are painted in shades of blue/green. * Every cube (including the red ones) is gravitationally attracted to all four red cubes in inverse proportion to their ranges. Sept 9th: ========= * Merged in my latest changes into SVN repository. * Arranged to avoid reading/writing textures at same time. * Removed depth and stencil buffers from FBO's. * Eliminated 1-component FBO that caused grief for FBO completeness test. * Added back missing cubeShaderNoTexture.vert ------------------- FIRST ADDITION TO SUBVERSION --------------------- GPUphysics-0.4 ============== * Test for availability of vertex shader textures. * Fixed 'status: xxxx' message. * Added support for running the demo in the absence of vertex shader textures. GPUphysics-0.3 ============== * Use signed initial velocities so everything doesn't slide off the screen! * The 'bounce' now slows down X/Z motion as well as Y so things actually do stop moving eventually. * Caught up with some portability issues for more recent versions of GLSL. GPUphysics-0.2 ============== * Added MacOSX support. * Added a ton of command-line debug options (see DEBUG_README) * Changed to ZLib license. GPUphysics-0.1 ============== * Fixes for stencil buffer problems on some systems. GPUphysics-0.0 ============== * Initial release