Sam Hocevar
|
a07844682e
|
build: remove dead PS3 code.
|
10 years ago |
Sam Hocevar
|
d373081b80
|
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
and 2) fuck the Visual Studio compiler that crashes when confused.
|
10 years ago |
Sam Hocevar
|
01547a0a20
|
gpu: add a 16-bit depth buffer to framebuffers on WebGL and GL ES.
|
11 years ago |
Benjamin ‘Touky’ Huet
|
98698d11d1
|
revert from 2630
|
11 years ago |
Benjamin ‘Touky’ Huet
|
290fabb63a
|
Build FIX.
|
11 years ago |
Benjamin ‘Touky’ Huet
|
84deaf31db
|
MAC : Trying to fix the GL_* video build errors.
|
11 years ago |
Sam Hocevar
|
551fea7ed7
|
build: use GLES (not GL) when using emscripten, and disable SdlInput too.
|
11 years ago |
Sam Hocevar
|
d6634da83f
|
build: fix the WTFPL site URL in all code comments.
|
12 years ago |
Sam Hocevar
|
bbca3b6e59
|
build: fixes for out-of-tree builds, and get rid of
some deprecated stuff.
|
12 years ago |
Sam Hocevar
|
356917292d
|
osx: link with the proper OpenGL libraries on OS X.
|
13 years ago |
Sam Hocevar
|
73e9bfdd90
|
build: fix GLEW usage to use <glew.h>, not <GL/glew.h>.
|
13 years ago |
Sam Hocevar
|
666efd14ee
|
gl: use Glew if available.
|
13 years ago |
Sam Hocevar
|
3d4af0869a
|
ps3: start a minimal PS3 port using PSGL, but not CG yet.
|
13 years ago |
Sam Hocevar
|
22b7a41c2e
|
core: fix include guard naming scheme.
|
13 years ago |
Sam Hocevar
|
d18820d320
|
video: enforce shader-enabled GL implementations, getting rid of a lot
of code.
|
13 years ago |
Sam Hocevar
|
700cfbd8ea
|
core: fix a few compilation errors and warnings on OS X.
|
13 years ago |
Sam Hocevar
|
dad4497ebe
|
Remove the Android hack, we can control it from the NDK build scripts.
|
13 years ago |
Sam Hocevar
|
e41dd3a949
|
Create the SdlApp class to avoid code duplication. Ensure USE_SDL is
tested wherever relevant.
|
13 years ago |
Sam Hocevar
|
c643668297
|
The engine now builds for GL and GL ES 1.x and 2.x, and runs for each
one except GL ES 2.x for now.
|
13 years ago |
Sam Hocevar
|
6e173ee3eb
|
Put the OpenGL header handling in <lolgl.h> for more convenience.
|
13 years ago |