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<title>OpenGL backend: reorganized headers, removed signature methods implemented by the base class</title>
<updated>2021-03-19T00:38:17+00:00</updated>
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<title>Refactored passing template arguments to base classes</title>
<updated>2021-03-19T00:38:15+00:00</updated>
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<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<title>Unified device object creation in D3D12, Vulkan and OpenGL</title>
<updated>2021-03-19T00:38:14+00:00</updated>
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<name>assiduous</name>
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<published>2021-03-04T08:16:25+00:00</published>
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<title>Updated copyright notice</title>
<updated>2021-01-01T18:30:48+00:00</updated>
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<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<title>Another set of minor updates to mesh shader implementation</title>
<updated>2020-09-10T04:47:03+00:00</updated>
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<name>assiduous</name>
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<published>2020-09-10T04:47:03+00:00</published>
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<title>minor fixes and formatting</title>
<updated>2020-08-19T16:05:48+00:00</updated>
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<name>azhirnov</name>
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<published>2020-08-19T16:05:48+00:00</published>
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<title>Implemented render pass MS resolve in OpenGL</title>
<updated>2020-08-11T04:26:05+00:00</updated>
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<name>assiduous</name>
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<published>2020-08-11T04:26:05+00:00</published>
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<title>Initial implementation of render passes in GL backend</title>
<updated>2020-08-11T01:45:28+00:00</updated>
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<name>assiduous</name>
<email>assiduous@diligentgraphics.com</email>
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<published>2020-08-11T01:45:28+00:00</published>
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<entry>
<title>Added framebuffer object implementation stubs</title>
<updated>2020-08-02T19:21:37+00:00</updated>
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<name>assiduous</name>
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<published>2020-07-25T04:18:48+00:00</published>
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