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