9 Commits

Author SHA1 Message Date
Rémy Bouquet
266d8b0828 Implements SSBO (Shader Storage Buffer Object) and UBO (Uniform Buffer Object) support 2018-05-18 08:30:07 +02:00
Kirill Vainer
6127f7eb7a Miscellaneous OpenGL ES fixes ()
* Use correct HALF_FLOAT constant for GLES
* Support GLTracer and GL debug in Android
* Support instancing in GLTracer
* Don't use unsupported TEXTURE_{BASE,MAX}_LEVEL in GLES
* Support ABGR8 using swizzle extension
* Move glFramebufferTextureLayer to GLFbo
* Avoid RGB111110F in filters unless its actually supported
* Use the same depth format in all places in FPP
* Print the object with the problem in NativeObjectManager
* JMException does not exist on Android
2017-09-17 23:00:29 -04:00
Nehon
6a467ecb53 Added gpu profiling to Renderer and all the GL backends except ios 2017-02-05 17:57:28 +01:00
Michael Braunstingl
d39b780fa5 Added RenderState.BlendMode.Custom
BlendMode.Custom allows glBlendFuncSeparate() calls.
2016-07-24 12:40:45 +02:00
Teencrusher
d1aae8d479 Added support to glBlendEquation for renderes implementing GL2, and material loading support 2016-04-06 13:56:13 -04:00
Jan Ivenz
c6143ae640 Rendering depth to texture arrays. 2016-03-30 21:58:26 +02:00
Julien Gouesse
ea28e8a449 First attempt to fix a bug reported by david_bernard_31, the size of the strings in the shader code was wrongly computed for the JOGL backend 2015-10-31 11:00:17 +01:00
Julien Gouesse
e3a45755c6 The JOGL backend doesn't need null-terminated strings for the attributes and the uniforms 2015-09-22 22:50:31 +02:00
Julien Gouesse
814fb2b3ff First implementation of the unified renderer for the JOGL backend, untested 2015-08-29 21:27:20 +02:00