StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics
https://doi.org/10.1109/TVCG.2020.3030352
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181 lines
5.5 KiB
181 lines
5.5 KiB
# Release notes
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## Next
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* Add `framebuffer.use()` method for quickly setting up framebuffer objects
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* `regl.clear` and `regl.read` now accept a framebuffer as a parameter
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## 1.2.1
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* Fixed bug with depth and stencil attachments being cleared
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* `regl.elements` now correctly infers count from length and vice-versa
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## 1.2.0
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* Simplified flattening logic for textures and buffers
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* Viewport and scissor box can go outside drawing buffer
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## 1.1.1
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* Fix bug with buffers and elements not updating type correctly
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## 1.1.0
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* Can now access format and filtering mode for textures and render buffers
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## 1.0.0
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* Support `stencil.op`
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* Rename stencil op `pass` to `zpass`
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* Attribute pointers can now use buffer literals
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* Implement basic context loss handling
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* Add `regl.on` for hooking events
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* Add `regl.now()`, allows sampling timer at high resolution outside of `regl.frame` in order to better synchronize DOM events
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## 0.11.0
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* Cubic frame buffer objects!
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* Can now use framebuffers as textures in uniforms. By default color attachment 0 is used.
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* Support for dynamic properties with nested objects like attributes
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* Alias `float16` for `half float` and `float32` for `float`
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* Many bug fixes and stability improvements
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* Website mostly works (preview at [regl.party](http://regl.party))
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* Gallery of examples with movies
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## 0.10.0
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* Add a mechanism for managing webgl extensions
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* Should be able to report errors when extensions are missing
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* Allow users to disable extensions for testing/mocking
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* Doc clean up
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* Add more test cases for `regl.read()` and improve validation
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* Implement a standard method for handling context creation errors
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* Fix several bugs related to `regl.frame` cancellation
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## 0.9.0
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* Add performance monitoring hooks for commands. Now tracks draw call count, cpu time and gpu time (if disjoint timer extension supported).
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* Performance monitoring hooks for commands can be enabled/disabled using the `profile` property.
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* Finish API documentation for framebuffers
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* Optimize constructors/updates for framebuffers
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* More test cases for framebuffers
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* Clean up renderbuffer constructor and improve test coverage
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* Added `resize` method to textures, renderbuffers and framebuffers
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* Added global performance monitoring hooks via `regl.stats`
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* Rename `count` context variable to `tick`
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* Remove `deltaTime` context variable
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* Uniform validation fixes
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* Texture construction fixes
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* Improved test coverage for uniform variables
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## 0.8.0
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* Optimize texture and cubemap constructors
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* Add in place update method for textures via `texture.subimage`
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* Remove DDS parsing
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* Remove URL loader for textures
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* Improve texture test cases
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## 0.7.0
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* Add in place update methods to buffers and elements via `buffer.subdata` and `elements.subdata`
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* Pool stream buffers
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* Rewrite resource section of API, bring individual resources to the top
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* Optimized buffer and elements creation, no more memory allocation
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* More test cases for textures
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## 0.6.0
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* Allow for dynamic properties in viewport, scissor box and attributes
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* Switch order of arguments to dynamic functions, from (props, context) to (context, props)
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* functions without a props argument become batch static
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* Implement non-batch constant context, framebuffer and viewport
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* Batched scope rendering
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* Switch order of props and context variables for dynamic function args
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* function invocation now takes batch id as separate parameter
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* Support directly constructing elements and attributes from arrays
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* Allow individual attribute properties to be dynamic (eg buffers, offsets, etc.)
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* Code generation rewrite
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* State flag polling is now inlined
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* draw and batch inlined for static shaders
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* constants are inlined
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* fewer arguments passed to generated code
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* Stop using separate arrays for stacks to manage state, instead state is saved onto the call stack
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* Error reporting
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* All error messages should link to command/resource declaration
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* Improve validation of vertex attributes
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* Improve validation of dynamic properties
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* Code quality and contributing
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* Combined lib/state.js and lib/compile.js into lib/core.js
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* Delete most of lib/attribute.js
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* Update development documentation
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* Expose limits for shader precision
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## 0.5.0
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* Context variables
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* Use `this` argument effectively
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* Should pass this to dynamic attributes and scope
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* Make scopes and dynamic attributes take same argument
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* Combine batchId with stats argument
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* Pass `this` to draw commands so that they can be stored as members
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## 0.4.0
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* Circle CI finally passes!
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* Use numeric ids instead of strings for shader sources
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* Shader error messages are better
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* Browserify transform to remove all runtime checks
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* Shader linking is deferred until draw call, enables partial shaders in scope
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* Report errors for missing attributes, uniforms and vertex count
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## 0.3.0
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* added renderbuffers (via regl.renderbuffer)
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* added framebuffer objects (via regl.framebuffer)
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* regl.buffer and regl.elements can now take ndarray-like inputs
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* Switch to using Google closure compiler for minified builds
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## 0.2.0
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* Texture support implemented, but not well tested
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* Fix attribute binding bug
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## 0.1.0
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* Actually kind of works now!
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* All draw state and WebGL state except textures, renderbuffers and frame buffers wrapped
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* Changed the arguments to dynamic functions. Now they take (args, batchId, stats) instead of (frameCount, batchId)
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* Tons of code generation improvements and bug fixing
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* Unit tests!
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* Code coverage metrics! (not good yet)
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* API docs!
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## 0.0.0
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* First published to npm
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