bjorn
241abb5b2b
Explicitly set generic int attribute for WebGL;
2019-02-14 10:11:10 -08:00
bjorn
1d3b05a515
Make bone IDs unsigned for WebGL;
2019-02-14 09:49:31 -08:00
bjorn
912dec3c78
Reduce clientWiatSync timeout for WebGL;
2019-02-14 09:43:49 -08:00
bjorn
a02d4eb659
rm VertexData;
2019-02-13 15:10:52 -08:00
bjorn
09936a8ae2
Load animation names; General testing;
2019-02-13 15:10:52 -08:00
bjorn
40b8b8da7c
Fix primitive restart overflow for u32 indices;
2019-02-13 15:10:52 -08:00
bjorn
6b323e3476
Start parsing glTF;
2019-02-13 15:10:52 -08:00
bjorn
3c08cfb278
Remove gl_FragCoord from fragment shader header;
...
This fixes a problem where shader compilers are complaining about
the "extension" declarations coming after the "in" declaration.
2019-02-08 07:15:20 -08:00
bjorn
6f20126020
Fix bug with mesh divisors;
2019-02-05 15:57:22 -08:00
bjorn
a2cceb0b56
Fix bad interaction between vaos and ibos;
2019-01-31 17:24:13 -08:00
bjorn
3b000e64a1
Call the proper GLES2Loader in GLES;
2019-01-29 22:04:15 -08:00
bjorn
6291a5ad5a
Always check malloc result; Less calloc;
...
Some more questions:
- Should there be some kind of allocation helper so you don't need
to always check the result?
- Throwing an error on OOM is convenient and is probably correct 90%
of the time, it even provides a nice error message instead of a
nil dereference somewhere. But it's inflexible. Is it the right
thing to do?
2019-01-29 16:53:01 -08:00
bjorn
30acdd1347
Add semantic GL defines;
2019-01-29 16:05:27 -08:00
bjorn
6be9bf4911
Fix primitive restart on GLES;
2019-01-29 16:05:27 -08:00
bjorn
cb9f166234
Revert "Replace sprintf with stb version;"
...
This reverts commit 8f9d24c51f
.
2019-01-24 17:39:27 -08:00
bjorn
bf19fd5c15
Avoid more implicit float-double conversions;
2019-01-24 17:00:41 -08:00
bjorn
c473bf50e8
Buffers individually keep track of their flush range;
...
Fixes bugs with attached Mesh attributes, where flushing wasn't
happening when it should have.
2019-01-22 12:11:01 -08:00
bjorn
8f9d24c51f
Replace sprintf with stb version;
2019-01-18 08:55:29 -08:00
bjorn
e6d9b82bba
Adjust BlockType; getValue -> read;
2019-01-16 10:02:44 -08:00
bjorn
c85fd69079
Optimize uniform parsing;
...
By only parsing the first uniform in an array.
2019-01-11 12:27:40 -08:00
bjorn
e1c656c288
Primitive restart is automatic in WebGL;
2019-01-04 18:01:01 -08:00
bjorn
fc08b479dc
Fix sign issue;
2019-01-04 18:01:01 -08:00
bjorn
dac6b0fdbb
Cache geometry;
2019-01-04 18:01:01 -08:00
bjorn
ea13e638c2
Fix viewports;
2019-01-04 18:01:01 -08:00
bjorn
379dc74cd5
Mesh fixes;
2019-01-04 18:01:01 -08:00
bjorn
67727b092b
Start primitive restart;
2019-01-04 18:01:01 -08:00
bjorn
ea3a77a73a
Many batching improvements; Refactoring;
2019-01-04 18:01:01 -08:00
bjorn
1c5d73e3da
Make more GPU functions static;
2019-01-04 18:01:01 -08:00
bjorn
709a91ac56
rm Shader.dirty;
2019-01-04 18:01:01 -08:00
bjorn
09832dab8f
rm Mesh.dirty;
2019-01-04 18:01:01 -08:00
bjorn
111cfafaf2
rm lovrMeshDraw;
2019-01-04 18:01:01 -08:00
bjorn
c87645e8ef
Put non-opengl-specific stuff in their own files;
2019-01-04 18:01:01 -08:00
bjorn
fbcee9ac9c
rm lovrTextureGetId;
2019-01-04 18:01:01 -08:00
bjorn
55e889824f
lovrGpuSubmit;
2019-01-04 18:01:01 -08:00
bjorn
62645cde28
Pipeline -> 4 bytes; lineWidth -> uint8_t;
2019-01-04 18:01:01 -08:00
bjorn
561805450d
rm Pipeline.dirty;
2019-01-04 18:01:01 -08:00
bjorn
086f7f4e47
lovrRelease frees objects instead of destructor;
...
That way objects allocated on the stack can be destroyed.
2018-12-19 01:41:01 -08:00
bjorn
155a0c1449
lovr*Create -> lovr*Init; lovr*Create macro;
2018-12-19 01:04:42 -08:00
bjorn
c63c49338a
Make opengl graphics structs more accessible;
2018-12-19 01:04:42 -08:00
bjorn
63f4fa261b
Flush before Canvas resolve;
2018-12-14 16:02:30 -08:00
bjorn
28a53e8df5
Sort uniforms in ShaderBlocks;
2018-12-14 16:02:21 -08:00
bjorn
6dae6ecd07
Remove unnecessary breaks in lovrShaderCreateDefault;
2018-12-14 16:02:18 -08:00
bjorn
b34ed206e0
Fix lovrBufferDestroy when Buffer is persistent;
2018-12-14 16:02:11 -08:00
bjorn
a67f59000f
DrawMode -> DrawStyle; MeshDrawMode -> DrawMode;
...
Renaming enums doesn't really have an impact on the API usage, just
the docs and internal naming of things.
2018-12-12 18:43:04 -08:00
bjorn
2540953422
lovr.graphics.setAlphaSampling for alpha to coverage;
2018-12-11 22:52:58 -08:00
bjorn
259dbd5758
completely rm lovrGraphics from opengl.c;
2018-12-11 22:12:19 -08:00
bjorn
b02eae30b4
Autoinstancing;
2018-12-11 22:10:29 -08:00
bjorn
18fdd0c062
Autobatching;
2018-12-11 13:27:59 -08:00
bjorn
2e5c927b92
Expose max UBO size in lovr.graphics.getSystemLimits;
2018-12-11 11:13:02 -08:00
bjorn
aa2f8867ee
Mesh: more flexible int attributes;
...
This is ugh but be patient.
2018-12-10 16:00:37 -08:00