Sun, 21 Dec 2014 18:52:18 +0100 |
Emmanuel Gil Peyrot |
Move the passthrough shader to the Framebuffer class, since it isn’t used in the use_framebuffer_blit path.
|
Thu, 16 Oct 2014 21:40:54 +0200 |
Emmanuel Gil Peyrot |
Only selects between GL_TRIANGLE_STRIP and GL_TRIANGLES once, in the backend.
|
Wed, 23 Apr 2014 19:19:32 +0200 |
Emmanuel Gil Peyrot |
Add the screenshot feature, using P or Home like the original game.
|
Tue, 30 Sep 2014 17:14:24 +0200 |
Emmanuel Gil Peyrot |
Switch to Python 3.x instead of 2.7.
|
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.
|
Wed, 08 Oct 2014 14:28:37 +0200 |
Emmanuel Gil Peyrot |
Use primitive-restart to lower the size of our ibo, if supported.
|
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.
|
Sun, 05 Oct 2014 17:46:51 +0200 |
Emmanuel Gil Peyrot |
Don’t call gl*DebugGroup if it isn’t exposed by the driver.
|
Thu, 12 Dec 2013 13:47:17 +0100 |
Emmanuel Gil Peyrot |
Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.
|
Fri, 30 May 2014 16:40:36 +0200 |
Emmanuel Gil Peyrot |
Don’t hardcode GLSL version in our shaders, instead make them dependent on GL version.
|
Fri, 30 May 2014 16:40:36 +0200 |
Emmanuel Gil Peyrot |
Make the OpenGL flavor and version options work.
|
Fri, 30 May 2014 04:06:09 +0200 |
Emmanuel Gil Peyrot |
Make both double- and single-buffer available on the CLI, but default to SDL’s default.
|
Thu, 29 May 2014 12:31:55 +0200 |
Emmanuel Gil Peyrot |
Refactor graphics backend selection, to make them fallbackable and optional.
|