Age | Commit message (Expand) | Author |
2019-04-12 | fixed bug in mip map sigma | clayjohn |
2019-04-09 | Style: Apply new changes from clang-format 8.0 | Rémi Verschelde |
2019-04-08 | Fix hint_range for GLES2 shader uniforms | JFonS |
2019-04-08 | Small fixes, mostly dupicated code | qarmin |
2019-04-07 | Merge pull request #27067 from shartte/remove-context-gl | Rémi Verschelde |
2019-04-06 | Remove ContextGL since as an abstraction it's unused. | Sebastian Hartte |
2019-04-06 | Add option to have viewport render into supplied texture | Bastiaan Olij |
2019-04-05 | Merge pull request #27411 from KidRigger/raster_store | Rémi Verschelde |
2019-04-02 | Enable warnings=extra on clang and GCC testers. | marxin |
2019-03-28 | keep DEPTH from causing compile error in GLES2 | clayjohn |
2019-03-25 | Added GLES2 RenderStorage Info calculations. | Anish Bhobe |
2019-03-12 | GLES2: Convert unsupported float texture types to 8-bit types | Rémi Verschelde |
2019-03-12 | GLES2: Fix comments in previous commit that broke rendering (!) | Rémi Verschelde |
2019-03-11 | GLES2: Add comments around EXT_shader_texture_lod check | Rémi Verschelde |
2019-03-11 | Revert "GLES2: Ensure extension checks for texture2DLod" | Rémi Verschelde |
2019-03-11 | Revert "GLES2: Fix regression on texture2DLod extension checks" | Rémi Verschelde |
2019-03-11 | GLES2: Fix regression on texture2DLod extension checks | Rémi Verschelde |
2019-03-11 | Merge pull request #26928 from akien-mga/gles2-texture2DLod-ext-check | Rémi Verschelde |
2019-03-11 | Enable seamless cubemap only if extension is present. | Juan Linietsky |
2019-03-11 | GLES2: Ensure extension checks for texture2DLod | Rémi Verschelde |
2019-03-10 | increase size of radiance map in gles2 | clayjohn |
2019-03-09 | gles2 reallocate texture when transparent is set | clayjohn |
2019-03-07 | Use glCopyTexSubImage2D instead of glCopyTexImage2D, should be safer and faster. | Juan Linietsky |
2019-03-04 | Merge pull request #26567 from clayjohn/pixel_snap_artifact | Rémi Verschelde |
2019-03-04 | fixed pixel snap precision artifact | clayjohn |
2019-03-04 | More style cleanup... | Rémi Verschelde |
2019-03-03 | Properly redraw if something animated is visible | Juan Linietsky |
2019-03-03 | Skeletons can now choose between using local or world coords for processing, ... | Juan Linietsky |
2019-03-02 | Fix typo in 7bad170 | Rémi Verschelde |
2019-03-01 | -Fix prepass state not being reset, closes #26348 | Juan Linietsky |
2019-03-01 | Fixed RGTC (and other compressed) texture supports in GLES2. Fixes #26414 an ... | Juan Linietsky |
2019-03-01 | Skeleton was not providing prober AABB in GLES2, fixed. | Juan Linietsky |
2019-03-01 | Fixed some crashers, closes #26393 | Juan Linietsky |
2019-03-01 | Fix non initialized variable. | Juan Linietsky |
2019-03-01 | Remove unused include from previous commit | Rémi Verschelde |
2019-03-01 | Clean up blend shape support in GLES2 and GLES3. | Juan Linietsky |
2019-03-01 | Strive for maximum compatibility in GLES2 regarding depth buffers. | Juan Linietsky |
2019-02-27 | Massive improvement to GLES2 performance, rewrote most ShaderGLES2 class. | Juan Linietsky |
2019-02-27 | Detect for 24 bits oes support on GLES2, closes #26344 | Juan Linietsky |
2019-02-27 | Merge pull request #26134 from marxin/fix-Wsign-compare | Rémi Verschelde |
2019-02-27 | Fix GCC 5 build after #26331 and cleanup style | Rémi Verschelde |
2019-02-27 | Fix -Wsign-compare warnings. | marxin |
2019-02-26 | Remove references to OES24, which is incompatible with many devices. | Juan Linietsky |
2019-02-26 | -Remove harcoded opengl extension testing from OS, ask rasterizer instead. | Juan Linietsky |
2019-02-26 | Merge pull request #26286 from kaadmy/gles2_ortho_shadow | Rémi Verschelde |
2019-02-25 | Several fixes to make GLES2 on HTML5 work much better. | Juan Linietsky |
2019-02-25 | Fix orthographic shadow color when using GLES2 | KaadmY |
2019-02-24 | Removed debug function. | Juan Linietsky |
2019-02-24 | Many separate fixes to ensure non power of 2 textures work on GLES2, closes #... | Juan Linietsky |
2019-02-24 | Explicitly use floating point numbers in the our shaders | Hein-Pieter van Braam |