커밋 기록

작성자 SHA1 메시지 날짜
  Alexander Szpakowski 37191a5953 Minor cleanup 12 년 전
  Alexander Szpakowski dcf9825226 Uniform value defines now exist in both the vertex and fragment shaders 12 년 전
  Alexander Szpakowski c13b1fb03b Changed vertex shader callback function name from 'transform' to 'position', added more vertex shader defines (some to make it easier to eventually have a GLES2 backend), hopefully updated Visual Studio project with changed filenames 12 년 전
  Alexander Szpakowski 8b3fb1d71c Code cleanup 12 년 전
  Alexander Szpakowski 1de26ea1fa Added "mipmap" love.graphics.isSupported string 12 년 전
  Alexander Szpakowski 2d077758d1 Fixed mipmap generation for pre-FBO systems, fixed NPOT check if mipmap filtering is enabled on an image before the texture is created 12 년 전
  Alexander Szpakowski f067e228b4 Fixed mipmap sharpness setting not being correctly reapplied on resolution change 12 년 전
  Alexander Szpakowski fda16e27cd Changed image mipmap api: Image:setFilter now takes an optional third argument (mipmap filter mode), Image:get/setMipmapFilter is removed. 12 년 전
  Alexander Szpakowski 2739ea561a Initial image mipmapping implementation. Includes Image:set/getMipmapFilter and Image:set/getMipmapSharpness. setMipMapFilter requires a filter mode, or nil to disable mipmapping. 12 년 전
  Alexander Szpakowski ab98b0de45 Added mipmap support to Image filter struct and OpenGL texture filter helper functions 12 년 전
  Alexander Szpakowski 1678252b7a Applied patch from issue #542 (texture filtering inconsistencies) in main LÖVE repository 12 년 전
  Alexander Szpakowski 6560019829 opengl graphics module files now always include OpenGL.h rather than GLee.h 12 년 전
  Alexander Szpakowski 9143442448 Add internal support for tesselation control and evaluation shaders (not that they'll ever be used), now that GLee has definitions for them 12 년 전
  Alexander Szpakowski a18b353e62 Update GLee to latest available version (supports extensions and versions up to when OpenGL 4.2 was released, old GLee only had GL3.0 support) 12 년 전
  Alexander Szpakowski da661e8e2f Bind texture id 0 (no texture) instead of disabling/re-enabling texturing entirely, when drawing graphics primitives. This both allows shaders to potentially use their own textures when drawing textureless primitives, and reduces overhead caused by constant GL state changes when drawing many graphics primitives. 12 년 전
  Alexander Szpakowski 8bae828924 Don't override texture binding check when calling bindTexture with a texture id of 0 12 년 전
  Alexander Szpakowski 15a1fd3552 Re-added "pixeleffect" graphics isSupported string for compatibility 12 년 전
  Alexander Szpakowski d62878fbb8 Use GLSL #line preprocessor directive instead of manually trying to convert error message lines; flag shader objects for lazy-deletion after linking with program object instead of detaching them immediately (debuggers can now view source code of shader programs) 12 년 전
  Alexander Szpakowski f54c270042 minor cleanup and fixes 12 년 전
  Alexander Szpakowski 3047321e71 Use initializer list copy constructor instead of per-element copying for shader source list in ShaderEffect constructor 12 년 전
  Alexander Szpakowski 83204c5dc5 ShaderEffects now take a dynamically sized list of source codes instead of one vertex and one fragment shader string 12 년 전
  Alexander Szpakowski b55de47fb9 misc cleanup 12 년 전
  Alexander Szpakowski 0c525ebb92 shaders now use a static vector of counters for each texture unit to help keep track of completely free texture units 12 년 전
  Alexander Szpakowski 79fa42d207 made ShaderEffects individully handle texture units for sent images/canvases, added GL helper function for quickly binding a texture to a specific texture unit, hopefully made ShaderEffects load and unload volatile better 12 년 전
  Alexander Szpakowski 16f925affa improved GL texture binding api to take texture units into consideration 12 년 전
  Alexander Szpakowski 5626b74b79 reduced unnecessary usage of glUseProgram, shadereffect is now properly detached in unloadVolatile and reattached if necessary in loadVolatile, made current and max texture units static to prevent different shaders from overwriting the value of different texture units 12 년 전
  Alexander Szpakowski 5252ed28cd changed shadereffect texture image unit counter and map to be non-static, get max texture units from max combined TIUs instead of max fragment shader TIUs, added the current MVP matrix as an argument to the vertex shader transform function, reduced code duplication in ShaderEffect::sendImage and sendCanvas 12 년 전
  Alexander Szpakowski 0611234067 changed PixelEffect name to ShaderEffect, added lua-side support for vert/frag shader combinations with love.graphics.newShaderEffect, added tentative support for single-file vertex+fragment shaders 12 년 전
  Alexander Szpakowski 28e3b105e9 added C++side support for combinations of vertex and fragment shaders in pixeleffects 12 년 전
  Alexander Szpakowski a8dc813258 Text drawing performance improvements (issue #532) 12 년 전