log pytouhou/ui/opengl/backend.pyx @ 612:73f134f84c7f

age author description
Thu, 26 Mar 2015 20:20:37 +0100 Emmanuel Gil Peyrot Request a RGB888 context, since SDL2’s default of RGB332 sucks.
Sun, 21 Dec 2014 19:15:59 +0100 Emmanuel Gil Peyrot Add back a GL_QUADS path for legacy applications.
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.
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.
Sun, 19 Oct 2014 17:22:26 +0200 Emmanuel Gil Peyrot Fix legacy OpenGL support, and detect the absence of non-legacy context with libepoxy.
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.
Fri, 10 Oct 2014 15:59:11 +0200 Emmanuel Gil Peyrot Add a frameskip option, and use swap interval to implement it.
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.
Sun, 17 Aug 2014 16:16:58 +0200 Emmanuel Gil Peyrot Add grouping for OpenGL calls, making traces much more readable.
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.
Thu, 12 Dec 2013 13:47:17 +0100 Emmanuel Gil Peyrot Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.