Commit graph

13 commits

Author SHA1 Message Date
wwylele
d2ee40dc45 gl_shader_util: separate shader object creation and program object creation 2018-04-11 14:41:43 +03:00
James Rowe
f61141e86a Update the entire application to use the new clang format style 2018-03-09 10:54:43 -07:00
Yuri Kunde Schlesner
40e28f6217 OpenGL: Move Attributes enum to a more appropriate file 2017-04-16 20:47:04 -07:00
Jannik Vogel
5a7306d6df OpenGL: Implement texture type 3 2016-05-11 08:07:37 +02:00
bunnei
afbef52516 renderer_opengl: Implement diffuse component of HW fragment lighting. 2016-02-05 17:17:29 -05:00
bunnei
e7b1f2ae0a gl_rasterizer: Define enum types for each vertex texcoord attribute. 2015-10-21 21:59:47 -04:00
bunnei
2a0a86f629 gl_shader_util: Cleanup header file + add docstring. 2015-10-21 21:53:16 -04:00
bunnei
c86b9d4242 renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups. 2015-10-21 21:53:14 -04:00
Subv
e3f4233cef Initial implementation of fragment shader generation with caching. 2015-10-21 21:51:23 -04:00
Yuri Kunde Schlesner
a1a5570e97 Replace the previous OpenGL loader with a glad-generated 3.3 one
The main advantage of switching to glad from glLoadGen is that, apart
from being actively maintained, it supports a customizable entrypoint
loader function, which makes it possible to also support OpenGL ES.
2015-08-30 08:45:56 -03:00
purpasmart96
ebfd831ccb License change 2014-12-20 21:20:24 -08:00
Yuri Kunde Schlesner
478289140d Replace GLEW with a glLoadGen loader.
This should fix the GL loading errors that occur in some drivers due to
the use of deprecated functions by GLEW. Side benefits are more accurate
auto-completion (deprecated function and symbols don't exist) and faster
pointer loading (less entrypoints to load). In addition it removes an
external library depency, simplifying the build system a bit and
eliminating one set of binary libraries for Windows.
2014-09-01 17:41:56 -03:00
Kevin Hartman
cbfd6b6e52 Rewrite of OpenGL renderer, including OS X support
Screen contents are now displayed using textured quads. This can be updated to expose an FBO once an OpenGL backend for when Pica rendering is being worked on. That FBO's texture can then be applied to the quads.

Previously, FBO blitting was used in order to display screen contents, which did not work on OS X. The new textured quad approach is less of a compatibility risk.
2014-08-25 20:56:59 -07:00