Sun, 21 Dec 2014 18:10:23 +0100 |
Emmanuel Gil Peyrot |
Remove generic usage of GL_DRAW_FRAMEBUFFER which was introduced in GL 3.0 with framebuffer_blit.
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Wed, 23 Apr 2014 19:19:32 +0200 |
Emmanuel Gil Peyrot |
Add the screenshot feature, using P or Home like the original game.
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Wed, 08 Oct 2014 18:34:27 +0200 |
Emmanuel Gil Peyrot |
Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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Wed, 08 Oct 2014 16:34:24 +0200 |
Emmanuel Gil Peyrot |
Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
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Wed, 08 Oct 2014 14:28:37 +0200 |
Emmanuel Gil Peyrot |
Use primitive-restart to lower the size of our ibo, if supported.
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Wed, 08 Oct 2014 13:21:03 +0200 |
Emmanuel Gil Peyrot |
Split GLenum into subtypes, in order to add type safety when calling OpenGL functions.
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Sun, 05 Oct 2014 20:38:06 +0200 |
Emmanuel Gil Peyrot |
Use libepoxy to discover the actual GL version we are using, and available extensions.
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Sun, 17 Aug 2014 16:16:58 +0200 |
Emmanuel Gil Peyrot |
Add grouping for OpenGL calls, making traces much more readable.
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Fri, 30 May 2014 16:40:36 +0200 |
Emmanuel Gil Peyrot |
Get OpenGL ES 2.0 to work thanks to libepoxy. PCB textures will need swizzle in the shaders since BGRA isn’t natively supported on GLES.
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Thu, 12 Dec 2013 13:47:17 +0100 |
Emmanuel Gil Peyrot |
Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.
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Sat, 19 Apr 2014 19:05:06 +0200 |
Emmanuel Gil Peyrot |
Switch to libepoxy instead of libGLEW, which will help with OpenGL portability.
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Sat, 07 Dec 2013 22:16:38 +0100 |
Emmanuel Gil Peyrot |
Optimise background rendering.
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Sat, 07 Dec 2013 14:15:43 +0100 |
Emmanuel Gil Peyrot |
Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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Fri, 04 Oct 2013 14:32:28 +0200 |
Emmanuel Gil Peyrot |
Fix gcc’s warnings with -Wall -Wextra.
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Wed, 11 Sep 2013 00:36:50 +0200 |
Emmanuel Gil Peyrot |
Render to framebuffers first, and reposition some interface elements in the game area.
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