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Releases: rreusser/regl-gpu-lines

v2.4.1

08 Jun 16:23
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What's Changed

v2.2.1

22 Nov 07:55
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Bugfixes

  • Try hot-fixing an issue with VAO setup.

v2.2.0

22 Nov 07:55
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Features

  • Adds support for Vertex Array Objects (VAOs). To use, move vertexAttributes and endpointAttributes out of per-frame draw call properties to the drawLines.vao({vertexAttributes, endpointAttributes}) constructor, then pass the resulting object to the draw call as the vao property.

v2.1.0

22 Nov 07:54
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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 with postproject, for example to render to the unit square and then view that square from some other angle.

v2.0.0

21 Nov 06:37
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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

19 Nov 22:46
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1.1.0

Features

  • Reenable NaN to signal line breaks. It seems to work now. Confirm here.

v1.0.0

19 Nov 20:03
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This release has no new features. Flipping the switch since, for the first time since starting, I don't have major new features or blocking bugs which would prevent me from calling this a piece of usable software. 🎉

v0.0.23

19 Nov 19:19
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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

18 Nov 07:44
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Features

Bugfixes

  • Fixes badly broken behavior on devices which don't successfully check for NaN in the shader

v0.0.21

17 Nov 04:48
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Features

  • Clean up one of the worst parts of the shader code and get end cap insertion working with all combinations of joins and caps. 🎉