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yay
Change-Id: I7795e22712f27b262cde807a942ddec342d07c55
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separate from the linear algebra stuff
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Change-Id: I26fc7ac596f304fa35ca7a4d0e1349d4fa0685ee
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wow yay :)
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Change-Id: I7053ec3a7ed7b46e9c9d1260fd0f73b398b798af
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also refactor buffer management a little
this doesn't yet draw the texture
Change-Id: Id2efa761223a588bf599041ac525c3b988f0113b
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ahem. more formally: provide animated uniforms to the shader, and use them
the tutorial just wants us to do three matrices, and to defer all the actual math to a library it recommends. that would certainly be simpler. anyway, we use quaterion+offset for everything but the projection frustum, and do all the math ourselves
Change-Id: I399f432bebb1e7ca4d4342efa1d5aaf37b32f427
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Change-Id: I2c58bad402908fa36caf271da3cae78e43ef3110
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this uses a staging buffer and a final buffer, per the tutorial. it also uses a new command pool for purely transient command buffers, which the tutorial mentions as a possibility but doesn't detail.
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Change-Id: Ic74c89045869bcc7bd0313aa162c87536fb561fc
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Change-Id: I3276e65f2ef29199b57a748a321998747b607b22
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kinda cool how the driver interfaces with the kernel to map memory on our behalf
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Change-Id: I906f68b59dcedc1fd6d9bfc52c9b299abc9cd828
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yay
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Change-Id: Id8dce4cd4bc696be322fe5b612837e3651437f7e
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now that the two halves of the graphics state are in their own files, this is easier to read
the public functions remain as part of the impl
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Change-Id: Ic7d73be04f31b484348bbc5d62cc93f0c877717c
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Force-Push: yes
Change-Id: Ib2db6c2af91698678c99969f575636abb4215b54
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