Releases: rreusser/regl-gpu-lines
Releases · rreusser/regl-gpu-lines
v2.4.1
v2.2.1
v2.2.0
Features
- Adds support for Vertex Array Objects (VAOs). To use, move
vertexAttributes
andendpointAttributes
out of per-frame draw call properties to thedrawLines.vao({vertexAttributes, endpointAttributes})
constructor, then pass the resulting object to the draw call as thevao
property.
v2.1.0
Features
- Adds
postproject
pragma to apply an additional transformation to lines after screen-projection. - Adds
viewportSize
render-time option in case you wish to project lines to some other shape than the viewport size. May be used in conjunction withpostproject
, for example to render to the unit square and then view that square from some other angle.
v2.0.0
Features
- Moves
insertCaps
from a compile-time to a runtime configuration option by lazily instantiating the four potential draw command variations (endpoints vs. interior segments, and insert caps true vs. false). - Adds
reorder
as a compile-time option. When true (default: true), it internally reorders draw calls for arrays of line props (drawLines([{...}, {...}, ...])
) to avoid repeatedly changing the shader program. (See: examples/batching.html)
v1.1.0
v1.0.0
v0.0.23
Features
- Turning an integer index into a position was somewhat badly done. This release completely renumbers all of the indices. Instead of modifying geometry and flipping it in order to get winding order correct, it now shifts vertex indices by one while preserving geometry. At the cost of one extra wasted vertex, this has the effect of flipping winding order when needed in order to make it consistent—but without modifying geometry. The resulting code is easier to follow, shorter, cleaner, and shows better results.
Bugfixes
- As a result of renumbering, winding order is now consistent.
- Collapsed triangle vertices are now repeated at the first and last points only, rather than scattered throughout the instances.
v0.0.22
Features
- A new live-reloading test page with
npm run serve-render-tests
, accessible online using published module at https://rreusser.github.io/regl-gpu-lines/docs/tests.html
Bugfixes
- Fixes badly broken behavior on devices which don't successfully check for NaN in the shader