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Release v0.5.0 (#21)
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natario1 authored May 17, 2020
1 parent 678d3a8 commit 90b2889
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16 changes: 16 additions & 0 deletions docs/_about/changelog.md
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Expand Up @@ -9,6 +9,20 @@ New versions are released through GitHub, so the reference page is the [GitHub R
Starting from v0.3.1, you can [support development](https://github.com/sponsors/natario1) through the GitHub Sponsors program.
Companies can share a tiny part of their revenue and get private support hours in return. Thanks!

### v0.5.0

This release adds support for native targets. We provide an implementation for Android native libraries,
but other targets like iOS can probably be added easily. These artifacts are not currently published
but can be built using `./gradlew :library:publishLocal` . ([#20][20]).

Other changes:

- New: `EglCore.makeCurrent()` to make the context current with no surfaces ([#18][18])
- New: `GlBuffer` base class, and `GlShaderStorageBuffer` implementation for SSBOs
- New: `GlShader` abstraction for `GlProgram`s

<https://github.com/natario1/Egloo/compare/v0.4.0...v0.5.0>

### v0.4.0

- New: `GlTexture` class to create textures ([#14][14])
Expand All @@ -24,3 +38,5 @@ First versioned release.
[natario1]: https://github.com/natario1

[14]: https://github.com/natario1/Egloo/pull/14
[18]: https://github.com/natario1/Egloo/pull/18
[20]: https://github.com/natario1/Egloo/pull/20
2 changes: 1 addition & 1 deletion docs/_config.yml
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Expand Up @@ -12,7 +12,7 @@ google_analytics_id: 'UA-155077779-3'
google_site_verification: '4x49i17ABIrSvUl52SeL0-t0341aTnWWaC62-FYCRT4'
github: [metadata] # TODO What's this?
github_repo: Egloo
github_version: 0.4.0
github_version: 0.5.0
github_branch: master
baseurl: '/Egloo' # Keep as an empty string if served up at the root
collections:
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4 changes: 2 additions & 2 deletions docs/_docs/programs.md
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Expand Up @@ -10,8 +10,8 @@ After you know what to draw through drawables, Egloo needs a `GlProgram` impleme
**how to draw** them. In Android terms, you can think of this as the `Paint` object that's used to
draw on canvas.

In GLES terms, a `GlProgram` is exactly an OpenGL program. It accepts a vertex shader and a fragment
shader in the constructor and manages the program itself.
In GLES terms, a `GlProgram` is exactly an OpenGL program. It accepts input shaders in the constructor
and manages the program itself.

A `GlProgram` can be used to draw one or more drawables using the draw method:

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