A complete 3D game development suite written purely in Java.
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shadowislord
cfcc86dd8b
* When creating display pixel format, do not use withSRGB as it could cause display creation to fail (when gamma correction is enabled). Based on online research, it seems that it is not necessary, and simply enabling SRGB writes on the main framebuffer is enough.
* Added additional checks when enabling SRGB writes to ensure the default framebuffer actually supports it, and print a warning if it doesn't.
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11 years ago |
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LwjglAbstractDisplay.java
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switch to gradle layout
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11 years ago |
LwjglCanvas.java
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* When creating display pixel format, do not use withSRGB as it could cause display creation to fail (when gamma correction is enabled). Based on online research, it seems that it is not necessary, and simply enabling SRGB writes on the main framebuffer is enough.
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11 years ago |
LwjglContext.java
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- Image loaders now assume ALL images are in sRGB space and set the flag accordingly
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11 years ago |
LwjglDisplay.java
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* When creating display pixel format, do not use withSRGB as it could cause display creation to fail (when gamma correction is enabled). Based on online research, it seems that it is not necessary, and simply enabling SRGB writes on the main framebuffer is enough.
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11 years ago |
LwjglOffscreenBuffer.java
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* When creating display pixel format, do not use withSRGB as it could cause display creation to fail (when gamma correction is enabled). Based on online research, it seems that it is not necessary, and simply enabling SRGB writes on the main framebuffer is enough.
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11 years ago |
LwjglSmoothingTimer.java
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switch to gradle layout
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11 years ago |
LwjglTimer.java
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switch to gradle layout
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11 years ago |