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.
|