Commit Graph

11 Commits

Author SHA1 Message Date
Alex Szpakowski 6bdbd17249 Fix colors not being applied properly in auto-batched draws
--HG--
branch : minor
2017-05-19 20:21:04 -03:00
Alex Szpakowski 7694edfd52 Auto-batched draws (except for love.graphics.print, for now) are affected by 3D transforms.
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branch : minor
2017-05-17 22:03:09 -03:00
Alex Szpakowski 70b32c47ce Error if a non-2D/affine matrix is used with auto-batched draws, since they perform CPU-side matrix transforms on 2-component vectors.
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branch : minor
2017-04-23 00:12:57 -03:00
Alex Szpakowski 66b299822a Array textures can be easily drawn without a shader (resolves issue #1111).
Added love.graphics.drawLayer(texture, layerindex, …). ‘texture’ must be an array texture.
Added SpriteBatch:add/setLayer.

Added Quad:get/setLayer. This applies to array textures that are drawn without specifying an explicit layer index in the draw call.

Added love.graphics.newQuad variants which have layer arguments.

--HG--
branch : minor
2017-02-26 17:11:22 -04:00
Alex Szpakowski f3f6b10ac8 Clean up glVertexAttribPointer calls a bit.
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branch : minor
2017-02-25 17:23:00 -04:00
Alex Szpakowski d990044288 love.graphics internal Buffer objects are no longer OpenGL-specific.
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branch : minor
2017-01-28 19:26:57 -04:00
Alex Szpakowski 470098b7e6 Shader code cleanup
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branch : minor
2017-01-27 23:19:04 -04:00
Alex Szpakowski 734be1afad Add a variant of Mesh:setVertexMap which takes a Data object, an index data type (“uint16” or “uint32”), and an optional index count. Thanks Shell32!
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branch : minor
2017-01-14 20:35:56 -04:00
Alex Szpakowski abb72cb813 Happy new year! 🥂
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branch : minor
2017-01-02 01:28:29 -04:00
Alex Szpakowski f12596dd19 More code restructuring.
Move all love.graphics functionality that doesn’t call OpenGL out of the OpenGL backend Graphics class.

--HG--
branch : minor
2016-12-30 18:36:54 -04:00
Alex Szpakowski 0d2e08baff Implement automatic batching for points, lines, shapes, and images/quads.
The above are batched together into a single draw call when called without other drawing calls in between, as long as the following criteria are met:

- The texture is the same.
- The primitive type is the same (points cannot be batched with non-points).
- The love.graphics state is the same (aside from the current color - i.e. setColor - and the transform state).
- The active shader’s uniform values are the same.

You can examine the ‘drawcalls’ field of love.graphics.getStats() to help determine if your code is allowing for optimum batching.

--HG--
branch : minor
2016-12-27 21:02:58 -04:00