lovr/src/modules/graphics
bjorn d1dc2f3199 rm pico;
Notes:

- We can actually use a single Activity.java file for oculus/pico now
- We can unconditionally compile os_android.c on Android
- No need for including extra jars in build system
- Headset rendering is guaranteed synchronous now, no need to ref L
- Add an "android flavor" build setting to differentiate between oculus
  and pico devices, since they both use OpenXR.
- Update the pico manifest to reflect their OpenXR sample
- Remove some OpenGL hacks that aren't necessary anymore
2022-03-22 16:03:21 -07:00
..
buffer.h rm persistent mapping; sync Mesh and ShaderBlock; 2020-08-17 03:29:30 -06:00
canvas.h TextureData is now named Image!; 2021-02-08 20:17:47 -07:00
font.c Font:getFilter; Font:setFilter; 2022-03-15 16:02:35 -07:00
font.h Font:getFilter; Font:setFilter; 2022-03-15 16:02:35 -07:00
graphics.c rm pico; 2022-03-22 16:03:21 -07:00
graphics.h rm pico; 2022-03-22 16:03:21 -07:00
material.c mv util src; 2022-03-22 00:13:38 -07:00
material.h Clean up some includes; 2021-02-08 11:16:00 -07:00
mesh.h Autodetect integer attribute types; 2020-05-21 00:31:49 -06:00
model.c Fix Model:getTriangles; Add Lua API; 2021-03-25 12:29:11 -06:00
model.h lovrModelGetTriangles; 2021-03-25 12:29:11 -06:00
opengl.c rm pico; 2022-03-22 16:03:21 -07:00
shader.h mv util src; 2022-03-22 00:13:38 -07:00
texture.h TextureData is now named Image!; 2021-02-08 20:17:47 -07:00