Paul Chote
dac1f270ce
Restore legacy OpenGL 2.1 support.
2020-04-25 21:03:43 +02:00
Paul Chote
91c4179f05
Split GLProfile from GLFeatures.
2020-04-25 21:03:43 +02:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
Paul Chote
ce8112fb5a
Migrate rendering to OpenGL 3.2 / OpenGL ES 3.0.
2019-09-12 18:58:37 +01:00
Paul Chote
91c63034d3
Clean references to disposed textures.
2019-09-12 18:58:37 +01:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
RoosterDragon
bb536ee4fc
Run graphics rendering on a dedicated thread.
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The main game thread can offload some of the CPU cost to the rendering thread, freeing up its time to run more logic and render ticks.
2018-06-22 18:40:16 +01:00
Paul Chote
6c338eb06c
Revert "Run graphics rendering on a dedicated thread."
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This reverts commit b9be52c5428d4a3862d62fe3a2c01663bd3692c3.
2018-06-04 23:04:35 +02:00
RoosterDragon
b96e062a0d
Run graphics rendering on a dedicated thread.
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The main game thread can offload some of the CPU cost to the rendering thread, freeing up its time to run more logic and render ticks.
2018-05-29 23:05:39 +01:00
RoosterDragon
8ec90525e3
Change Shader.Render to Shader.PrepareRender.
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Instead of running the shader operation as an action, just run it after the shader is prepared.
2018-05-29 23:05:39 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
Paul Chote
7c67b10d28
Add a secondary texture coordinate to Vertex.
2016-04-15 16:46:47 -04:00
Paul Chote
a8dda39a72
Introduce float3 type.
2016-04-10 09:41:01 -04:00
Paul Chote
e71225496b
Clarify GPL version.
2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9
Update licence header year.
2016-02-21 16:27:31 +00:00
RoosterDragon
8e89a6a696
Simplify names, remove unused usings, remove redundant casts.
2016-01-17 21:35:36 +00:00
Paul Chote
e63fc00b76
Unify framebuffer api naming.
2015-12-28 14:23:44 +00:00
Paul Chote
397ca0f481
Replace MiniTK.Graphics with custom OpenGL shim.
2015-12-27 14:37:07 +00:00
Paul Chote
be29ec5342
Use explicit shader attributes.
2015-12-26 12:50:33 +00:00
RoosterDragon
c25fe32c9e
Load shaders relative to the game directory, rather than the CWD.
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If OpenRA is started with a current working directory that does not match the path to the game, then loading shaders will fail. By using a path relative to the game directory, we can successfully start the game with different working directories.
2015-12-23 19:19:02 +00:00
Pavel Penev
4ce1444c6b
Fix shader loading
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Also remove now redundant mounting of the game directory
2015-12-14 03:42:24 +02:00
Pavel Penev
1b88d24cfa
Unstatic GlobalFileSystem and rename it to FileSystem
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Add a ModFiles field on ModData and move all access to the file system to go through that.
2015-12-14 03:42:22 +02:00
Paul Chote
b08adbeb61
Add support for boolean uniforms.
2015-10-17 22:35:47 +01:00
RoosterDragon
fc436f1aab
Added thread-affinity checks to SDL2 renderer.
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If a call is made into a graphics resource that has thread-affinity, from a thread other than the one that created the graphics device, an exception will now be thrown to make debugging easier.
2015-09-18 21:04:21 +01:00
Matthias Mailänder
17f3466451
untie the engine from SDL2 and MiniTK
2015-08-23 07:58:03 +02:00