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path: root/platform/x11/context_gl_x11.cpp
AgeCommit message (Collapse)Author
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-10-13Drop unusued LEGACYGL_ENABLED checkRémi Verschelde
[ci skip]
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-19Set the X11 class hint before mapping the windowRichard Adenling
Setting the class hint before mapping the window will allow some window managers to determine if a window should be treated specially. This is also in accordance with the ICCCM spec which says that WM_CLASS should only be changed when a window is in a withdrawn (unmapped) state. Fixes #10429
2017-04-23Fix property warnings and hide some debug printsRémi Verschelde
"ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-01-19x11: don't wait for window to be mappedJesper Bækdahl
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-12-21Some BRDF fixesJuan Linietsky
2016-11-22Migrated from GLES to GLAD, fixes many issues.Juan Linietsky
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-06-07x11: fix vsync supportAndreas Haas
2016-06-05temporary fix for vsync call on x11Ariel Manzur
2016-06-05vsync supportJuan Linietsky
-works on windows -may not work on X11, if so please fix -OSX does not seem to support disabling vsync
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-10-25Fixing memory leaksPhobos Tro
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-08-25borderless fullscreen window support for x11Dana Olson
move disable resize x11 code from context_gl to os_x11
2014-05-06fix z-buffer issues on x11/mesaDeviance
2014-04-22add display/resizable support to Linuxadolson
add display/resizable support to Linux
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky