Lasse Öörni
|
d8a975811f
Slightly improved NinjaSnowWar touch controls.
|
13 years ago |
Lasse Öörni
|
0706ae397f
Touch input on Android.
|
13 years ago |
Lasse Öörni
|
986b90883a
Fixed setting Matrix4 uniforms.
|
13 years ago |
Lasse Öörni
|
a8c622f330
Started work on GLES2 shadow mapping.
|
13 years ago |
Lasse Öörni
|
da4ae91508
Fixed wrong uniform data size on OpenGL.
|
13 years ago |
Lasse Öörni
|
0894ce6b65
Fixed endless loop when setting matrix constants on OpenGL ES.
|
13 years ago |
Lasse Öörni
|
c1c7dcf0ec
Code cleanup.
|
13 years ago |
Lasse Öörni
|
9a4e69d5bc
Removed fillmode, as it is deprecated on some APIs and not currently used in Urho3D.
|
13 years ago |
Lasse Öörni
|
58feefc858
Transpose matrices manually for OpenGL ES.
|
13 years ago |
Lasse Öörni
|
22f1e3a1eb
Enable OpenGL ES2 mode properly.
|
13 years ago |
Lasse Öörni
|
354f04e6f2
Added Texture::IsCompressed().
|
13 years ago |
Lasse Öörni
|
040c724485
Fixed access to missing variables.
|
13 years ago |
Lasse Öörni
|
c3f75ee181
Removed alpha test, as it is deprecated in modern graphics API's. Instead implemented in the pixel shader.
|
13 years ago |
Lasse Öörni
|
4a5ac216f2
Fixed OpenGL build.
|
13 years ago |
Lasse Öörni
|
866cd89546
Started work for experimental Android support.
|
13 years ago |
Lasse Öörni
|
78039db8b8
Fixed shader parameter group system for OpenGL renderer.
|
13 years ago |
Lasse Öörni
|
d3e302f197
Added possibility to remove subsystems in explicit order.
|
13 years ago |
Lasse Öörni
|
627d2c94d7
Switched from GLFW & PortAudio back to (modified) SDL 2.0.
|
13 years ago |
Lasse Öörni
|
b636b3a211
Keep track of constraints to release them properly before deleting the rigid body.
|
13 years ago |
Lasse Öörni
|
48190acfca
Eliminated most virtual function calls from getting Drawable batches.
|
13 years ago |
Lasse Öörni
|
a5b035d886
Added possibility to run OpenGL mode without hardware DXT support (for severely broken drivers.)
|
13 years ago |
Lasse Öörni
|
45243975c1
Removed "BeginRendering" profiling block where no significant work is done. Renamed "EndRendering" block to "Present."
|
13 years ago |
Lasse Öörni
|
1ab5dd3e8d
Fixed crash if OpenGL version or extensions are not satisfied.
|
13 years ago |
Lasse Öörni
|
961f65b467
Flush changes to the current FBO first before cleaning up a rendersurface from other FBOs.
|
14 years ago |
Lasse Öörni
|
9a5443ebc4
Store depth bits into Texture2D also in renderbuffer mode.
|
14 years ago |
Lasse Öörni
|
7ed9a4815d
More complete multi-FBO implementation.
|
14 years ago |
Lasse Öörni
|
e42f16dfbe
Set GL_NONE drawbuffer on the depth-only FBO.
|
14 years ago |
Lasse Öörni
|
f83b968576
To reduce Linux / NVIDIA performance issues, use another FBO for shadow rendering. Commit FBO changes only at SetDepthStencil().
|
14 years ago |
Lasse Öörni
|
911f9e4c5b
Removed the "flush GPU" feature as it was causing erratic timing. The downside is increased input lag when vsync is on.
|
14 years ago |
Lasse Öörni
|
9e083f45c5
Updated to newest GLFW 3.0 revision. Fixes bugged UTF8 characters in window title in OpenGL mode.
|
14 years ago |