Alex Szpakowski
|
a9d935caa1
Fixed compilation
|
8 years ago |
Alex Szpakowski
|
2222bb37d2
Removed gl.bindTexture, so it won't get accidentally used.
|
8 years ago |
Alex Szpakowski
|
14f1afa446
Reduce redundant glActiveTexture calls.
|
8 years ago |
Alex Szpakowski
|
d1c5edd792
Prevent redundant glBindBuffer calls.
|
8 years ago |
Alex Szpakowski
|
901cc362df
Added 'shaderswitches' to love.graphics.getStats.
|
9 years ago |
Alex Szpakowski
|
8b07bad15e
Fixed the build.
|
9 years ago |
Alex Szpakowski
|
9ebd759851
Don't call glGetFloat every time love.graphics.getSystemLimits is called.
|
9 years ago |
Alex Szpakowski
|
abd3c64bc5
Moved another AMD-specific driver bug workaround to the OpenGL Bugs struct.
|
9 years ago |
Alex Szpakowski
|
6d6d805858
Workaround for love.graphics.clear + love.graphics.setCanvas AMD driver bug, take two.
|
9 years ago |
Alex Szpakowski
|
4f093e7fac
Added a workaround for an AMD driver bug where setCanvas + clear + setCanvas doesn't work.
|
9 years ago |
Alex Szpakowski
|
46a2e7b85c
Happy new year! 🎉
|
9 years ago |
Alex Szpakowski
|
538f3869c5
Don't query the current texture bindings when initializing OpenGL.
|
9 years ago |
Alex Szpakowski
|
6036454a20
Fixed up some code.
|
9 years ago |
Alex Szpakowski
|
4c82c96369
Added a new texture wrap mode "clampzero", which outputs transparent black (or opaque black for textures without an alpha channel) rather than the texture's edge colors, when it's drawn or sampled from outside of its regular texture coordinate range.
|
9 years ago |
Alex Szpakowski
|
890802c0a3
Use a more descriptive error message if love.graphics.newImage fails because the OpenGL texture can't be created.
|
9 years ago |
Martin Felis
|
f6448116cc
Fixed OpenGL ES function loading on some Android devices.
|
10 years ago |
Alex Szpakowski
|
af06203a4a
Moved the appveyor script to a subfolder and updated it to properly choose Visual Studio 2012 and to create a post-build zip file.
|
10 years ago |
Alex Szpakowski
|
d8fd1413d6
Renamed the internal 'Matrix' class to 'Matrix4'.
|
10 years ago |
Alex Szpakowski
|
247daa85b5
Added a couple comments documenting why some codepaths have been chosen.
|
10 years ago |
Alex Szpakowski
|
4c571e8fd7
Prevent redundant shader uniform uploads for built-in uniforms when OpenGL ES 2 is used.
|
10 years ago |
Alex Szpakowski
|
ed3f419747
Prevent redundant calls to glEnable/DisableVertexAttribArray. This should hopefully fix a performance regression compared to 0.9.2 as well.
|
10 years ago |
Alex Szpakowski
|
c82ccbb89b
love.graphics.setColor no longer uses the main per-vertex color attribute. This lets it affect the color of ParticleSystems, and SpriteBatches and Meshes even when they use custom per-vertex colors.
|
10 years ago |
Alex Szpakowski
|
33e1d2736d
Removed restrictions preventing sRGB and non-sRGB canvases from being used together when doing multi-canvas rendering.
|
10 years ago |
Alex Szpakowski
|
d8a68d6ce1
Updated iOS-specific graphics code to use the latest SDL changes.
|
10 years ago |
Alex Szpakowski
|
d31168c0e0
Cleaned up some graphics code.
|
10 years ago |
Alex Szpakowski
|
a36dbc3d49
Only update the shader point size in OpenGL ES 2 when it's been modified, rather than before every draw.
|
10 years ago |
Alex Szpakowski
|
06ef263537
Added OpenGL debug groups for most graphics operations when love is built in debug mode for iOS. The Xcode frame capture tool uses them to create nice visual groups for OpenGL function calls.
|
10 years ago |
Alex Szpakowski
|
4ef0d257e9
Added an optional font hinting argument to love.graphics.newFont / love.font.newRasterizer when loading TrueType fonts. Resolves issue #963.
|
10 years ago |
Alex Szpakowski
|
4dc73959a6
Hopefully fixed a major bug related to using Shader:send with textures.
|
10 years ago |
Alex Szpakowski
|
06fa7bd7a4
Don't enable SDL_GL_FRAMEBUFFER_SRGB_CAPABLE in Linux when creating the window, to work around a potential bug. sRGB windows are still possible even without that.
|
10 years ago |