Gustas
f6c1453b5b
Add StaticIndexBuffer
2023-09-23 14:10:35 +02:00
abcdefg30
5bf7fe852c
Remove the copyright year numbers
2023-01-11 11:58:54 +02:00
Vapre
7005da3592
SpriteRenderer, do not copy vertex array data each flush.
2022-11-14 23:33:24 +01:00
abcdefg30
6a31b1f9f3
Update the copyright header year
2022-05-28 00:35:10 -05:00
penev92
6f0509d235
Removed now-unused ITexture.SetData() overload
2022-01-11 18:16:31 +01:00
Matthias Mailänder
f08a0b113e
Allow mods to customize application title.
2021-09-19 22:29:50 +02:00
Andre Mohren
6810469634
Updated copyright years.
2021-06-29 18:33:21 -05:00
Paul Chote
bb15bd20c0
Add support for 16 bit floating point textures.
2021-05-16 14:10:32 +02:00
abcdefg30
3276373745
Pause rendering when the window is minimized
2021-04-26 21:56:20 +01:00
teinarss
6b74093c04
Add readonly to structs
2021-03-14 15:17:57 +01:00
RoosterDragon
b2b639434c
ThreadedGraphicsContext improvements.
...
- VertexBuffer interface redefined to remove an IntPtr overload for SetData. This removes some unsafe code in TerrainSpriteLayer. This also allows the ThreadedVertexBuffer to use a buffer and post these calls, meaning the SetData call can now be non-blocking.
- ThreadedTexture SetData now checks the incoming array size. As the arrays sent here are usually large (megabytes) this allows us to avoid creating temp arrays in the LOH and skip Array.Copy calls on large arrays. This means the call is now blocking more often, but significantly reduces memory churn and GC Gen2 collections.
2020-10-13 15:54:53 +02:00
Paul Chote
597b8b1caa
Hide legacy GL support behind a feature flag.
2020-10-12 12:24:22 +02:00
Paul Chote
2c0d512727
Package and default to GLES via ANGLE on windows.
2020-10-12 12:24:22 +02:00
Paul Chote
87c5cc96ad
Add an "Automatic" GL profile.
2020-10-12 12:24:22 +02:00
Paul Chote
dac1f270ce
Restore legacy OpenGL 2.1 support.
2020-04-25 21:03:43 +02:00
Paul Chote
839be24053
Replace PreferGLES settings flag with GLProfile enum.
2020-04-25 21:03:43 +02:00
Paul Chote
91c4179f05
Split GLProfile from GLFeatures.
2020-04-25 21:03:43 +02:00
abcdefg30
3ba86f329f
Remove Game.HasInputFocus
2020-04-17 22:26:03 -05:00
Zimmermann Gyula
8b7e72b95e
Add three additional blending modes.
2020-04-07 22:00:31 +02:00
Martin Bertsche
98aef70e88
Added display selection option to settings for fullscreen modes.
2020-02-08 18:14:35 +00:00
Paul Chote
9a0916afbb
Add UI Scale dropdown to the settings menu.
2020-02-04 19:56:15 +01:00
Paul Chote
6388a6bff4
Add Graphics.UIScale setting to modify UI size.
2020-02-04 19:56:15 +01:00
Paul Chote
f7e5111123
Apply cursor doubling setting without requiring a restart.
2020-01-26 17:11:45 +01:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
Paul Chote
656a260171
Add VSync setting.
2019-12-26 17:25:38 +01:00
Paul Chote
0c8a47b5af
Add scissor support to IFrameBuffer.
2019-12-08 04:36:31 +01:00
Paul Chote
1d106e71c4
Save screenshots via the frame buffer.
2019-09-04 20:20:04 +02:00
Paul Chote
c0ee346c1c
Render via an intermediate frame buffer.
2019-09-04 20:20:04 +02:00
Paul Chote
d2298b6f04
Allow FrameBuffer clear color to be customized.
2019-09-04 20:20:04 +02:00
teinarss
ffd3834849
Lock mouse position
2019-06-27 23:34:16 +02:00
teinarss
9982b01642
Get the Ascender value from mod.yaml instead from the Font
2019-06-21 12:51:45 +02:00
teinarss
2d1c110857
Calculate font size correctly
2019-05-09 22:17:24 +02:00
Paul Chote
1d4576229a
Move FreeType handling into the Platform dll.
2019-03-14 16:39:26 +01:00
Paul Chote
ab4a7e3558
Replace System.Drawing primitives with our own.
2019-03-04 18:26:42 +00:00
Paul Chote
5a1124426d
Rewrite screenshot saving.
2019-02-24 14:02:19 +01:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
Paul Chote
b1e87e4f60
Remove System.Bitmap from ITexture.
2019-01-08 21:20:06 +00:00
RoosterDragon
bb536ee4fc
Run graphics rendering on a dedicated thread.
...
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
9ff177359b
Split IGraphicsContext from IPlatformWindow.
2018-06-13 18:45:21 +01:00
Paul Chote
28c8089bc7
Rename IGraphicsDevice to IPlatformWindow.
2018-06-13 18:45:21 +01:00
Paul Chote
6c338eb06c
Revert "Run graphics rendering on a dedicated thread."
...
This reverts commit b9be52c5428d4a3862d62fe3a2c01663bd3692c3.
2018-06-04 23:04:35 +02:00
RoosterDragon
b96e062a0d
Run graphics rendering on a dedicated thread.
...
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.
...
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
Paul Chote
6599aeb035
Add support for retina displays on OSX.
2017-01-21 10:59:59 +00:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
Paul Chote
860e92a2a6
Rename IGraphicsDevice.cs to PlatformInterfaces.cs.
2016-08-06 19:53:50 +01:00