Alex Szpakowski
a7e4148869
Merged default into minor
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--HG--
branch : minor
2015-01-16 15:47:26 -04:00
Alex Szpakowski
c7b45b3505
Updated copyright for the new year
2014-12-31 19:32:43 -04:00
Alex Szpakowski
5eb37d30f7
Cleaned up and simplified some graphics code.
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--HG--
branch : minor
2014-10-26 15:31:32 -03:00
Alex Szpakowski
aba33bf2e7
Merged default into minor
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--HG--
branch : minor
2014-09-20 00:34:34 -03:00
Alex Szpakowski
5dda0c08eb
Slightly improved the performance of SpriteBatch:setBufferSize.
2014-09-18 18:30:56 -03:00
Alex Szpakowski
56653fa946
Merged default into minor
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--HG--
branch : minor
2014-06-19 15:06:59 -03:00
Alex Szpakowski
4c67a94ba3
Hopefully fixed issue #898 , and cleaned up code for love.graphics.getRendererInfo.
2014-06-19 03:02:37 -03:00
Alex Szpakowski
f0fa63ba47
Backported commits 145524a and 7785b4b from minor into default (Added SpriteBatch:flush, deprecated SpriteBatch:bind/unbind, SpriteBatch:flush is called implicitly when the spritebatch is drawn.)
2014-06-17 21:52:56 -03:00
Alex Szpakowski
e0f045c310
SpriteBatches are a little more intelligent about how much data they upload to the GPU when they're flushed or drawn, now
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--HG--
branch : minor
2014-05-29 17:11:03 -03:00
Alex Szpakowski
caa61563cc
OpenGL 2.1 is now required to use love.graphics (resolves issue #779.)
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Removed love.graphics.isSupported("canvas", "shader", "npot", "subtractive", and "mipmap"), since those features are all guaranteed by the minimum system requirements.
--HG--
branch : minor
2014-03-12 02:26:32 -03:00
Alex Szpakowski
3120a0e650
Goodbye 2013, hello 2014!
2014-01-03 17:28:58 -04:00
Alex Szpakowski
b59e3d9c35
Meshes now use vertex buffers for more efficient drawing.
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--HG--
branch : Mesh
2013-09-29 21:24:19 -03:00
Alex Szpakowski
8d5ddb9e34
Fixed some internal documentation (thanks to clang's -Wdocumentation)
2013-09-23 21:52:28 -03:00
Alex Szpakowski
1482b13363
Fixed SpriteBatch:unbind
2013-06-01 23:18:28 -03:00
Alex Szpakowski
96161c66f6
Updated copyright text for the new year
2013-02-05 05:32:49 -04:00
Alex Szpakowski
a76ffd5715
Fixed VertexIndex::getElementSize
2013-01-30 19:01:14 -04:00
Alex Szpakowski
de959b7275
Added a method to VertexIndex to determine the size in bytes of an element in the index array
2013-01-30 17:50:32 -04:00
Alexander Szpakowski
6560019829
opengl graphics module files now always include OpenGL.h rather than GLee.h
2013-01-01 17:54:14 -04:00
vrld
b2f1408b12
Fix issue #495 : Large spritebatches doesn't render properly
2012-11-23 10:23:44 +01:00
vrld
6ffb9d28f0
VertexBuffer/SpriteBatch speed tweaks.
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- VertexBuffer holds permanent copy of the vertex data and is only read from
GPU memory was written outside a sb:bind()/sb:unbind() pair.
- "Orphan" the current GPU buffer on unmap() before uploading the changed data
to the GPU to avoid implicit synchronisation lags.
2012-11-22 20:59:47 +01:00
Marc Lepage
4cc0056a21
Fix some typos in comments.
2012-07-12 00:21:25 -04:00
Bart van Strien
7793e7f02f
CRLF to LF
2012-07-04 14:40:24 +02:00
rude
81c38e22d0
Applied the new style guidelines.
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Well, sort of. Lot's more to be done, but this is a start.
2012-06-28 23:52:33 +02:00
vrld
3f365857ee
Replace glMapBufferARB() with temp memory + glBufferSubDataARB().
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Instead of letting OpenGL manage the memory mapping, allocate a temporary
block of memory upon VBO:map(). Upon VBO::unmap() the block is copied to
graphics memory using glBufferSubDataARB() and then released.
Hopefully this will fix some weird error with Windows XP + old drivers, where
VBOs can be created, but the mapped memory cannot be allocated resulting in
the sprite batch drawing nothing at all.
According to the interwebs this could actually faster than using OpenGL mapped
memory, because there is no unnecessary syncing involved.
2012-03-07 23:24:29 +01:00
vrld
2b6cc4ea8c
Move VertexBuffer::Bind implementation to header to hint inlining
2012-03-07 23:01:05 +01:00
vrld
4947498488
Add VertexBuffer::Mapper for RAII vbo mapping
2012-03-07 22:59:23 +01:00
Bart van Strien
386dd53780
Make VertexBuffers use size_t, raising the limit of vertices that can be stored
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This means more sprites in SpriteBatches, yay!
2012-01-24 23:02:35 +01:00
Bill Meltsner
be55579a22
Happy New Year, have an enormous diff
2012-01-09 02:41:11 -06:00
Bill Meltsner
969c53e592
make love build on OS X again - there's no need to include gl.h directly, GLee.h does that for us in a cross-platform way
2011-12-19 00:28:45 -06:00
Bart van Strien
7c8fff979a
Create love.window, abstract SDL out of love.graphics
2011-12-11 16:55:52 +01:00
Bart van Strien
0aae9684b3
Automated formatting fix
2011-11-16 11:32:41 +01:00
rude
480f936815
Added 'VertexBuffer' abstraction. SpriteBatches are now always supported.
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Also improved memory usage in SpriteBatch. (No need to retain full copy of
sprites in memory. Can read that data back later to save data from OpenGL
context destruction).
2011-08-12 11:35:14 +02:00
rude
84bf839872
Removed classes which should be implemented in Lua (or need of re-implementation).
2009-07-26 23:08:40 +02:00
rude
dcb3dfd83d
Initial Mercurial commit.
2009-07-26 15:46:49 +02:00