eddb49a4a8
[Renderer] Fiddling with RenderingSurface; added OpenGL and GLKit to the linked frameworks
2015-11-15 08:53:46 -08:00
cb22821fc5
[Renderer] Move around OpenGLView setup to allow calling start() and stop()
2015-11-15 08:29:07 -08:00
c14a4fcd24
[Renderer] No need to nil out the renderer property
2015-11-15 08:18:22 -08:00
f8ec516b2f
[Renderer] Override prepareOpenGL to do some more setup
...
Set the clear color and some depth buffer stuff. Eventually I want to move this
to the delegate, but not totally sure how yet.
2015-11-14 23:46:47 -08:00
cae145e0c1
[Renderer] Add RenderingSurface protocol
...
The OpenGLView implements RenderingSurface and passes itself in the newly
updated renderOntoSurface(_:atTime:) call.
2015-11-14 23:46:37 -08:00
207765654f
[Renderer] Move OpenGLView to OpenGL directory
2015-11-14 23:21:55 -08:00
2abf63e6fc
[Renderer] Convert CV stuff to callback
...
Use callback instead of handler because the latter is apparently broken?
Fix a few issues I found by trying to build a simple app with it.
2015-11-14 23:17:15 -08:00
bca8180f52
[Renderer] Define a FrameRenderer
...
This protocol is a delegate of the view/window/whatever that is running the
animation timer. When its renderAtTime() method is called, the rendering surface
should be fully prepared for drawing commands.
2015-11-14 22:15:12 -08:00
7e55045d10
[Renderer] Lots of clean up for OpenGLView.renderAtTime()
...
Lock and unlock and make current the view's context.
Do some weak error handling.
2015-11-14 22:13:56 -08:00
79ddf9ee54
[Renderer] Use a guard instead of an if
2015-11-14 09:58:38 -08:00
c9f24e095b
[Renderer] Delete and rebuild the Renderer project
...
It's just easier this way...
2015-11-13 22:45:17 -08:00
6fc2cd0a10
[Renderer] Rename OpenGLRenderer source directory to OpenGL
2015-11-13 22:41:47 -08:00
1485060712
[Renderer] Rename top-level directory
2015-11-13 22:40:54 -08:00