Alex Szpakowski
62de8f62c7
metal: hook up emulated 'fan' mesh draw mode.
2022-01-22 12:59:09 -04:00
Alex Szpakowski
7f3538d2ba
Merge branch 'main' into 12.0-development
2022-01-05 21:10:27 -04:00
Alex Szpakowski
8e7fd10b6f
Update copyright year for 2022
2021-12-31 18:33:40 -04:00
Alex Szpakowski
21f5ba86d3
Merge branch 'master' into 12.0-development
2021-04-07 20:33:44 -03:00
Alex Szpakowski
f89aabb0bb
Update copyright year for 2021
2021-04-04 16:14:45 -03:00
Alex Szpakowski
deff795908
Rename some internal buffer enums to better match what they do
2021-01-17 20:59:16 -04:00
Alex Szpakowski
1f9d98263d
Refactor Buffer internals.
...
Allows buffers created with love.graphics.newBuffer to only allocate VRAM data. Previously they had a copy of their contents in RAM.
Also makes it easier to implement Buffers in other graphics APIs and to implement more types of Buffers in the future.
2020-12-22 19:23:02 -04:00
Alex Szpakowski
e60736f5a6
Add Mesh:set/getIndexBuffer.
2020-07-20 22:10:08 -03:00
Alex Szpakowski
bbdadcba8a
Fix build
2020-02-28 23:12:22 -04:00
Alex Szpakowski
d77dabaa6b
Add Mesh:getAttachedAttributes.
2020-02-28 23:01:35 -04:00
Alex Szpakowski
4197a364fd
Internal restructuring of some Mesh code
2020-02-23 22:39:18 -04:00
Alex Szpakowski
c9809d8d82
Clean up some Mesh code
2020-02-01 15:59:38 -04:00
Alex Szpakowski
2572f0c7a1
Meshes expose GraphicsBuffers, part 2
2020-02-01 15:39:59 -04:00
Alex Szpakowski
25d9ae2ba0
Meshes expose vertex buffers, part 1
...
(compiles, but is currently half-implemented and broken)
2020-01-19 15:03:19 -04:00
Alex Szpakowski
ee5304ba53
Remove vertex namespace
2020-01-13 20:41:05 -04:00
Alex Szpakowski
23bc1a7aae
Add new mesh data formats: int32, uint32, [u]int8, [u]int16, snorm8, and snorm16.
...
Integer formats for vertex attributes are only supported in glsl3 shaders. They use ivec/uvec types in glsl.
--HG--
branch : minor
2020-01-11 22:24:38 -04:00
Alex Szpakowski
fc4847c69d
Update copyright for the new year
2020-01-03 22:40:36 -04:00
Alex Szpakowski
8455ef22d5
More consistent naming for vertex and index buffers in love's code.
2019-06-04 20:29:44 -03:00
Alex Szpakowski
0752f27bdf
Update copyright year for 2019
2019-01-03 21:09:05 -04:00
Bart van Strien
e80247c191
Happy new year! ✨
2018-01-03 19:47:35 +01:00
Alex Szpakowski
e3fd489373
Abstracted lower level drawing code, moved all type-specific drawing code out of opengl backend, deleted obsolete files
...
--HG--
branch : minor
2017-10-26 20:58:19 -03:00
Alex Szpakowski
15cc540e4c
Make internal vertex attribute code less OpenGL-specific.
...
--HG--
branch : minor
2017-10-25 23:12:39 -03:00
Alex Szpakowski
7a2e52b12d
Cleaned up some vertex data-related code.
...
--HG--
branch : minor
2017-10-22 12:33:47 -03:00
Bart van Strien
9e4374935d
Show (short) list of possible enum values when an invalid value is encountered ( resolves #1318 )
...
All enum errors have (hopefully) been changed to a luax_enumerror, which has a
fixed error message. If additionally a list of valid options is passed, it
lists that in the error message. For every enum error with few options I've
implemented this using a getConstants call.
This solution has been designed specifically to reduce the number of template
instantiations (as I've been told that was a concern). All new template code
happens in places where there already was an instantiation of the relevant
StringMap. Of course there is still std::vector<std::string>...
--HG--
branch : minor
2017-10-02 17:11:53 +02:00
Alex Szpakowski
864147c38c
love.graphics: move more platform-independent code out of the opengl backend
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--HG--
branch : minor
2017-07-22 23:34:39 -03:00
Alex Szpakowski
c0e66eba83
Move backend-agnostic Mesh and SpriteBatch code out of the opengl implementation folder.
...
--HG--
branch : minor
2017-01-29 01:05:20 -04:00