DS
431c5c8b36
Fix wireframe mode in opengl3 driver ( #15626 )
...
`GL_LINES` isn't suitable, because it makes lines between pairs of 2 vertices,
not loops around 3 vertices.
Support for OpenGL ES isn't simple, as it has no `glPolygonMode`. And showing broken
wireframe (i.e. with `GL_LINES`) would cause confusion.
2025-01-06 19:39:17 +01:00
sfan5
4774e65ed9
Implement polygon offset in GL3 driver
2025-01-05 16:30:53 +01:00
sfan5
9554e3d43a
Add support for glObjectLabel to aid debugging
2025-01-04 12:40:14 +01:00
sfan5
8c52d5f2dd
Implement LODBias in GL3 driver
...
(currently unused)
2024-12-31 14:47:46 +01:00
sfan5
1ea8763259
Clean up Irrlicht shader API
2024-12-31 14:47:46 +01:00
sfan5
40afc84597
Replace data structure for HW buffer book-keeping
...
before
time in endScene ÷ num hw buf ________________ 199x 0.128
after
time in endScene ÷ num hw buf ________________ 199x 0.057
2024-12-31 14:47:46 +01:00
SmallJoker
35bc217ba8
IrrlichtMt: Move OpenGL 3+ transformation matrix to shaders ( #15591 )
...
This replaces annoying calculations on C++-side and eases the
implementation of 2D geometry batch rendering a lot.
2024-12-28 22:04:05 +01:00
sfan5
bb550158fc
OpenGL: encapsulate VBOs into a class
...
internal only for now but this will be handy
2024-12-24 15:27:08 +01:00
Lars Müller
fef28aced9
Irrlicht: Get rid of obsolete setDebugName
( #15541 )
...
Co-authored-by: sfan5 <sfan5@live.de>
2024-12-14 17:03:08 +01:00
sfan5
1fb7202028
GL: fix and clean up some code
2024-12-04 18:20:34 +01:00
grorp
9b6a399011
Implement support for FSAA in combination with post-processing ( #15392 )
...
- Actually it's MSAA I think, or perhaps the terms are equivalent
- I've made it fit into the existing Irrlicht architecture, but that has resulted in code duplication compared to my original "hacky" approach
- OpenGL 3.2+ and OpenGL ES 3.1+ are supported
- EDT_OPENGL3 is not required, EDT_OPENGL works too
- Helpful tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing , section "Off-screen MSAA"
- This may be rough around the edges, but in general it works
2024-11-18 14:06:48 +01:00
sfan5
8d2e770361
Minor corrections in gl3/gles2 drivers
2024-11-16 16:54:22 +01:00
SmallJoker
4838eb2f7d
Non-SDL: Add opengl3 support
2024-11-15 12:18:48 +01:00
grorp
70e169f165
Drop fixed pipeline lighting stuff ( #15165 )
2024-09-18 12:18:28 +02:00
sfan5
e90ef85e7d
Fix texture matrix handling in our shaders
2024-09-07 14:23:37 +02:00
sfan5
6b7fc1e9fe
Handle vertex & index VBOs separately in GL drivers
2024-09-02 21:50:13 +02:00
sfan5
fa4529b4f1
Keep stats on hw buffer uploads
2024-08-28 15:38:02 +02:00
sfan5
5d226268df
Irrlicht cleanups (mostly getting rid of core::array
)
...
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
2024-08-17 19:49:11 +02:00
1F616EMO~nya
53a50e0b0d
Fix warning about getVertexTypeDescription reaching its end ( #14806 )
2024-08-12 15:34:25 +02:00
Lars Müller
5c187363b2
Fix some clang compiler warnings ( #14654 )
...
* Fix some clang compiler warnings
* Get rid of sdl_supports_primary_selection
* Fix draw2DImage hiding overloaded virtual function
2024-05-15 19:56:25 +02:00
sfan5
13e271c6cb
Improve error checks in COpenGL3DriverBase
2024-04-15 17:48:33 +02:00
sfan5
7a6ca85081
Expose OpenGL debugging as a normal setting
2024-04-15 17:48:33 +02:00
Gregor Parzefall
07fdf7158d
Migrate the Android port to SDL2
2024-04-08 20:15:37 +02:00
import
f638482fba
Copy irrlichtmt to <root>/irr/
2024-03-26 21:39:02 +01:00