Commit History

Author SHA1 Message Date
  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
  Lasse Öörni 0c63191a49 Prevent redundant DrawBuffers assignment on OpenGL. 14 years ago
  Lasse Öörni af7c5a53fb Renamed GetData() to Data() in the Math library. 14 years ago
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 years ago
  Lasse Öörni 142f3c2e49 Fixed ResetRenderTargets() on OpenGL. 14 years ago
  Lasse Öörni 9e871c1987 Removed automatic viewport reset on setting rendertarget to eliminate redundant API calls. However Graphics::ResetRenderTargets() resets the viewport. 14 years ago
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 years ago
  Lasse Öörni 3be676f08c Added stencil write mask support. 14 years ago
  Lasse Öörni f437a1ec04 Implemented OpenGL multisampled backbuffer resolve. 14 years ago
  Lasse Öörni 5541fc9d87 Resolve multisampled backbuffer for postprocessing. Not yet implemented on OpenGL. 14 years ago
  Lasse Öörni a3c6e580c3 Added Graphics::GetFloatFormat(). 14 years ago
  Lasse Öörni 35c21f06d7 Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably. 14 years ago
  Lasse Öörni d892a120e7 Reverted the OpenGL viewport reset logic. 14 years ago
  Lasse Öörni 8c14956ebe Documentation update. 14 years ago
  Lasse Öörni dec13dac7a Draw render-to-texture views upside down on OpenGL so that they match the UV coordinates of regular textures. 14 years ago
  Lasse Öörni ff247d839a Fixed incorrect viewport size compare. 14 years ago
  Lasse Öörni 784530e79a Use scissor test to avoid clearing outside the viewport on OpenGL. 14 years ago
  Lasse Öörni 19b7286fce On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering. 14 years ago
  Lasse Öörni d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) 14 years ago
  Lasse Öörni 21c8926da3 Fixed OpenGL light prepass capability detection. 14 years ago
  Lasse Öörni 9c40326a8c Pack linear depth to RGBA manually to comply with FBO specification. 14 years ago
  Lasse Öörni 486867cb6c Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering. 14 years ago
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. 14 years ago