sfence
0bdd5f294e
Make SDL2 default on macOS ( #16039 )
2025-05-02 21:28:13 +02:00
sfan5
46db688cc8
Implement support for array textures in GL driver
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note: feature detection was not implemented in the legacy driver, but the code itself probably works.
2025-04-08 22:24:37 +02:00
sfan5
d5bf094f9a
Prefer immutable texture storage when available
2025-04-08 22:24:37 +02:00
sfan5
03affa1bbb
Some minor code cleanups
2025-04-08 22:24:37 +02:00
sfan5
9554e3d43a
Add support for glObjectLabel to aid debugging
2025-01-04 12:40:14 +01:00
sfan5
8c52d5f2dd
Implement LODBias in GL3 driver
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(currently unused)
2024-12-31 14:47:46 +01:00
sfan5
d2a7875b5b
Group sparse mesh buffers over entire scene for rendering
2024-12-24 15:27:08 +01:00
sfan5
36edc3f161
Add 10-bit texture format and setting to chose PP color depth
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(and move some settings to the advanced category)
2024-12-04 18:20:34 +01:00
grorp
9b6a399011
Implement support for FSAA in combination with post-processing ( #15392 )
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- 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
sfan5
4aae31ad5e
Add support for ECF_D24 texture format
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and prefer it over D32 for our depth buffer, this can have performance benefits
2024-11-16 16:54:22 +01:00
SmallJoker
4838eb2f7d
Non-SDL: Add opengl3 support
2024-11-15 12:18:48 +01:00
sfan5
6303334cc2
Deduplicate GL extension detection
2024-05-12 14:20:34 +02:00
import
f638482fba
Copy irrlichtmt to <root>/irr/
2024-03-26 21:39:02 +01:00