Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-01-15 | Add MIT licenseHEADmaster | Adrian Kummerlaender | |
2018-12-17 | Fix glDrawArray call | Adrian Kummerlaender | |
2018-06-08 | Optionally accept field definition as CLI argument | Adrian Kummerlaender | |
2018-06-08 | Expose compute shader state | Adrian Kummerlaender | |
2018-06-08 | Correctly destory window | Adrian Kummerlaender | |
2018-06-08 | Update NIX expression | Adrian Kummerlaender | |
2018-05-26 | Add KeyWatcher to handle pausing via space | Adrian Kummerlaender | |
2018-05-26 | Add README, example screenshots | Adrian Kummerlaender | |
2018-05-26 | Separate headers into compilation units | Adrian Kummerlaender | |
2018-05-25 | Restructure source directory | Adrian Kummerlaender | |
2018-05-25 | Guard GLFW init and termination | Adrian Kummerlaender | |
2018-05-25 | Abstract GLFW window | Adrian Kummerlaender | |
2018-05-25 | Cleanup some unnecessary code | Adrian Kummerlaender | |
2018-05-25 | Dynamically build compute shader from field function | Adrian Kummerlaender | |
2018-05-24 | Implement classical Runge-Kutta method as Euler alternative | Adrian Kummerlaender | |
2018-05-24 | Improve compute shader structure | Adrian Kummerlaender | |
2018-05-23 | Pass texture count to display fragment shader | Adrian Kummerlaender | |
2018-05-23 | Implement particle trails using overlaying textures | Adrian Kummerlaender | |
2018-05-21 | Abstract texture display buffer, shader | Adrian Kummerlaender | |
2018-05-21 | Fix VAO, VBO setup, compute shader coupling | Adrian Kummerlaender | |
2018-05-21 | Introduce basic shader, texture buffer abstraction | Adrian Kummerlaender | |
2018-05-20 | Render particles to texture | Adrian Kummerlaender | |
Preparation for drawing particle trails using multiple transparent textures. | |||
2018-05-20 | Cleanup | Adrian Kummerlaender | |
2018-05-20 | Extract shader code | Adrian Kummerlaender | |
2018-05-18 | Limit particle update rate | Adrian Kummerlaender | |
2018-05-16 | Hacky 2d vector field visualization using compute shaders | Adrian Kummerlaender | |