Commit Graph

7 Commits

Author SHA1 Message Date
bjorn 1dd737d8a4 Make the logo a default shader;
Improves build system, improves filesize, seemingly improves startup time
2022-09-13 17:36:10 -07:00
bjorn f4f95a64d7 Pass blends by default; 2022-08-25 22:01:12 -07:00
bjorn 5799b0effb Rename setBackground back to setBackgroundColor;
The "fancy background" idea won't go here.
2022-08-13 21:10:58 -07:00
bjorn 6d6e79e704 Recompile nogame shader;
Need to automate better, but later
2022-08-08 20:46:27 -07:00
bjorn fcbeccdfb1 Fix background colors; 2022-08-05 21:05:02 -07:00
bjorn 4ee092e81b Make Pass a regular object;
It uses newPass instead of getPass.  Temporary objects had lifetime
issues that were nearly impossible to solve.  And normal objects are
easier to understand because they behave like all other LÖVR objects.

However, Pass commands are not retained from frame to frame.  Pass
objects must be re-recorded before every submit, and must be reset
before being recorded again.

Pass objects now provide a natural place for render-pass-related info
like clears and texture handles.  They also allow more information to be
precomputed which should reduce overhead a bit.

It is now possible to request a stencil buffer and antialiasing on the
window and headset textures, via conf.lua.

lovr.graphics.setBackground should instead set the clear color on the
window pass.  Though we're still going to try to do spherical harmonics
in some capacity.

There are still major issues with OpenXR that are going to be ironed
out, and the desktop driver hasn't been converted over to the new
headset Pass system yet.  So lovr.headset integration is a bit WIP.
2022-08-02 22:06:44 -07:00
bjorn b0c1dd5f12 Put nogame in its own file; 2022-07-06 23:50:43 -07:00