bjorn
cbe24f482f
Adjust font uvs;
...
- Padding is automatically computed from spread.
- Spread increases detail at small sizes.
- Remove failure cases where padding < spread/2
- UVs are un16x2, making room for color
- Don't center glyphs inside their atlas bounding box
- Cache normalized UVs and update them (for glyphs and vertices) when
the atlas changes size.
- Updating the UVs is UGLY and duplicates a lot of code. It may be
better to normalize the UVs on the fly, or just re-render the entire
string if the atlas is updated.
2022-06-26 20:28:30 -07:00
bjorn
24fd9e0c04
gpu: properly cast device to uintptr_t;
2022-06-26 00:46:11 -07:00
bjorn
ae4d7156fd
lovr.graphics.submit ignores falsy values;
2022-06-26 00:45:49 -07:00
bjorn
7f22e18533
Error better when Buffer field is missing type;
2022-06-25 23:43:24 -07:00
bjorn
756b184306
Some font cleanup;
2022-06-25 19:54:13 -07:00
bjorn
02daeb1a2b
The font code is pretty I promise;
2022-06-25 15:26:42 -07:00
bjorn
18a31349b4
boot.lua uses headset clip distance;
2022-06-25 14:37:49 -07:00
bjorn
4021d4e893
Pass:monkey;
...
Questionable.
2022-06-24 23:05:09 -07:00
bjorn
75e8df58df
Pass:cylinder;
2022-06-24 23:01:22 -07:00
bjorn
5c43ad0792
Pass:fill;
2022-06-24 19:59:48 -07:00
bjorn
0a3ccb4f8a
stb_image sets srgb flag properly;
2022-06-24 19:38:57 -07:00
bjorn
fbf2a039b7
setMaterial takes Texture in addition to Material;
2022-06-24 19:38:45 -07:00
bjorn
f729320793
Fix creating Material from Texture;
2022-06-24 19:38:23 -07:00
bjorn
dc9e93103f
Pass:sphere;
2022-06-23 21:23:16 -07:00
bjorn
dc73d2309a
Pass:donut;
2022-06-23 19:52:37 -07:00
bjorn
8c63f47b8a
Fix default shader switching;
2022-06-23 17:07:39 -07:00
bjorn
173c9a258e
Sketch render pass automipmap;
2022-06-22 19:05:36 -07:00
bjorn
c1d8c64c45
Pass:copy can copy tables to buffers;
2022-06-22 00:39:56 -07:00
bjorn
cb4275bff7
Add DrawStyle;
2022-06-22 00:05:26 -07:00
bjorn
499cf9c0dc
More Font APIs;
2022-06-21 15:28:03 -07:00
bjorn
71f6a88a62
Font uses padding;
2022-06-20 19:24:41 -07:00
bjorn
ad0595ff35
lovr.graphics.getDefaultFont;
2022-06-20 18:58:12 -07:00
bjorn
cfc0f52449
Support tab codepoints;
2022-06-20 18:52:10 -07:00
bjorn
0c36f53fe6
Placeholder error screen;
2022-06-20 18:26:32 -07:00
bjorn
362b389131
Pass:text;
...
Code is still messy, but it works okay.
2022-06-20 18:26:15 -07:00
bjorn
ce58556372
Fix Pass:setBlendMode/setMaterial;
2022-06-20 18:25:05 -07:00
bjorn
7625ef9bd8
Rasterizer:getGlyphImage;
2022-06-20 18:24:12 -07:00
bjorn
fe31431016
rm EGL/X11; Android fixes;
2022-06-20 18:23:28 -07:00
bjorn
0306096577
luax_optu32 doesn't evaluate index twice;
2022-06-20 18:17:51 -07:00
bjorn
3df9aea3fd
Add Font shader;
2022-06-20 18:17:37 -07:00
bjorn
de6edaef31
glslang uses static libstdc++;
2022-06-20 18:16:08 -07:00
bjorn
7def390f9c
OpenXR/CMake fixes;
2022-06-20 15:51:24 -07:00
bjorn
af8c061c50
Default buffer can be used for colors;
2022-06-18 23:31:51 -07:00
bjorn
a654cec40f
lovr.graphics.newFont;
2022-06-18 17:43:12 -07:00
bjorn
b89c61a8f4
HorizontalAlign and VerticalAlign enums;
2022-06-18 17:41:10 -07:00
bjorn
3c5288e979
Default fragment shader samples default texture;
2022-06-18 17:40:34 -07:00
bjorn
0d7fed1fa7
Rasterizer:getBoundingBox;
...
For the global bounding box
2022-06-18 17:40:14 -07:00
bjorn
717f95f6bd
Start updating Rasterizer;
2022-06-17 17:43:58 -07:00
bjorn
cb121d3d36
Material fixes; Pass cleanup;
2022-06-17 17:43:26 -07:00
bjorn
c1bb47d737
Merge branch 'master' into dev
2022-06-16 23:50:11 -07:00
bjorn
86b2c934e8
Materials, mostly;
2022-06-16 23:49:09 -07:00
bjorn
fcc2758046
Potentially add support for KHR_texture_transform;
2022-06-15 23:51:23 -07:00
bjorn
fb42bf3fbb
Rearrange some ModelData stuff;
2022-06-15 23:17:11 -07:00
bjorn
7de6bdf242
Shaders; Rework vertex formats;
2022-06-15 20:46:43 -07:00
bjorn
af8f650a07
Make map_t size deterministic;
...
Currently, the amount of memory allocated for a map can sometimes be
different depending on whether it was allocated with an initial capacity
or the items were added iteratively.
This causes problems for people that want to copy data between maps that
have the same number of elements.
Now, the size of a map will always be the same for a given number of
elements, regardless of how the elements are added.
Plus this gets rid of the weird prevpo2 function. Yay.
2022-06-14 16:52:19 -07:00
bjorn
fbe54d5dca
Physics shape dimensions must be positive;
...
Or the world will explode. That would be bad.
2022-06-12 18:18:48 -07:00
bjorn
70e0f5c5cf
Synchronization;
2022-06-11 22:55:43 -07:00
bjorn
d9b5237851
Sync cleanup;
2022-06-11 19:07:46 -07:00
bjorn
3d83d0fcfe
Pass:multimesh;
...
IT'S ALIVE
2022-06-09 23:38:33 -07:00
bjorn
2896dc0bfa
gpu: indirect draws accept optional stride;
2022-06-09 23:31:46 -07:00