Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-04-15 | Merge pull request #27967 from clayjohn/fix-mip-bug | Rémi Verschelde | |
Fixed bug in computing mip maps from screen texture | |||
2019-04-12 | fixed bug in mip map sigma | clayjohn | |
2019-04-09 | Style: Apply new changes from clang-format 8.0 | Rémi Verschelde | |
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes). | |||
2019-04-08 | Fix hint_range for GLES2 shader uniforms | JFonS | |
2019-04-07 | Merge pull request #27067 from shartte/remove-context-gl | Rémi Verschelde | |
Remove ContextGL | |||
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 | |
Added GLES2 RenderStorage Info calculations. | |||
2019-04-02 | Enable warnings=extra on clang and GCC testers. | marxin | |
And remove 2 warnings from warnings=extra. | |||
2019-03-28 | keep DEPTH from causing compile error in GLES2 | clayjohn | |
2019-03-25 | Added GLES2 RenderStorage Info calculations. | Anish Bhobe | |
Proper counting code has been added to update info struct. Extra: Added the render_info_capture calculations. Fixes: #27273 | |||
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 | |
Do NOT use "[vertex]" in a comment... Kids, don't try to learn OpenGL on a production branch right before a stable release. | |||
2019-03-11 | GLES2: Add comments around EXT_shader_texture_lod check | Rémi Verschelde | |
To avoid reintroducing bugs as I did in #26928 and #26932. texture2DLodEXT and textureCubeLodEXT are only for the fragment shader with https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_texture_lod.txt In the vertex shader, texture2DLod and textureCubeLod are built-in. | |||
2019-03-11 | Revert "GLES2: Ensure extension checks for texture2DLod" | Rémi Verschelde | |
This reverts commit f5f565e3e49eecde9ed3b05913747a50d54b7357. | |||
2019-03-11 | Revert "GLES2: Fix regression on texture2DLod extension checks" | Rémi Verschelde | |
This reverts commit 8c2d38152fbf41ca9c8a8f9b381b8d271f7f54d3. | |||
2019-03-11 | GLES2: Fix regression on texture2DLod extension checks | Rémi Verschelde | |
These can't be done after any non-preprocessor token. | |||
2019-03-11 | Merge pull request #26928 from akien-mga/gles2-texture2DLod-ext-check | Rémi Verschelde | |
GLES2: Ensure extension checks for texture2DLod | |||
2019-03-11 | Enable seamless cubemap only if extension is present. | Juan Linietsky | |
2019-03-11 | GLES2: Ensure extension checks for texture2DLod | Rémi Verschelde | |
In canvas.glsl and scene.glsl, we were using texel2DFetch from stdlib.glsl, which uses texture2DLod. In both cases, the stdlib.glsl include came before the define of texture2DLod. Might fix issues for drivers that don't support GL_EXT_shader_texture_lod. | |||
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 | |
May be a solution to #26500 | |||
2019-03-04 | Merge pull request #26567 from clayjohn/pixel_snap_artifact | Rémi Verschelde | |
Fixed pixel snap precision artifact | |||
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 | |
fixes #26468 | |||
2019-03-02 | Fix typo in 7bad170 | Rémi Verschelde | |
And cleanup. | |||
2019-03-01 | -Fix prepass state not being reset, closes #26348 | Juan Linietsky | |
-Send zero values for shader if no default exists | |||
2019-03-01 | Fixed RGTC (and other compressed) texture supports in GLES2. Fixes #26414 an ↵ | Juan Linietsky | |
probably others. | |||
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 | |
This fixes #26337 | |||
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 | |
Fix -Wsign-compare warnings. | |||
2019-02-27 | Fix GCC 5 build after #26331 and cleanup style | Rémi Verschelde | |
Also cleanup after 01a3dd3. | |||
2019-02-27 | Fix -Wsign-compare warnings. | marxin | |
I decided to modify code in a defensive way. Ideally functions like size() or length() should return an unsigned type. | |||
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 | |
-Fixed a bug where etc textures were imported broken | |||
2019-02-26 | Merge pull request #26286 from kaadmy/gles2_ortho_shadow | Rémi Verschelde | |
Fix orthographic shadow color when using GLES2 | |||
2019-02-25 | Several fixes to make GLES2 on HTML5 work much better. | Juan Linietsky | |
Changed math class error reporting to be a bit less paranoid. | |||
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 | |
#25897 and many others | |||
2019-02-24 | Explicitly use floating point numbers in the our shaders | Hein-Pieter van Braam | |
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers. |