Thomas Harte
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a3d37640aa
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Switch include guards to #pragma once .
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2024-01-16 23:34:46 -05:00 |
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Thomas Harte
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2b56b7be0d
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Simplify namespace syntax.
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2023-05-10 16:02:18 -05:00 |
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Thomas Harte
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641e349f33
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Switches to an 8bpp stencil, for Nvidia compatibility.
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2019-03-03 20:38:24 -05:00 |
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Thomas Harte
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8f2abab0d9
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Ensures texture targets are initially clear.
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2019-02-25 21:55:14 -05:00 |
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Thomas Harte
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3979faf43b
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Gets more explicit about potential causes of failure.
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2019-02-18 21:53:35 -05:00 |
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Thomas Harte
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312f38906b
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Corrects two improper include paths.
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2019-01-25 19:19:23 -05:00 |
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Thomas Harte
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a5a3769a0f
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Reaches for conceptual const correctness.
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2018-11-23 22:33:28 -05:00 |
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Thomas Harte
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97c5ee6c0a
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Corrects stencil buffer creation, and edges towards using it for [guaranteed] full-screen decay.
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2018-11-18 22:22:43 -05:00 |
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Thomas Harte
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75bc0e451d
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Reintroduces the accumulation texture.
Disables automatic clearing of the texture target, as the profiler indicates the vector instantiation to be a huge time sink.
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2018-11-18 21:39:11 -05:00 |
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Thomas Harte
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c173777d12
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Extends TextureTarget so that targets can be created with a one-bit stencil.
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2018-11-17 15:51:12 -05:00 |
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Thomas Harte
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be12d78c83
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Corrects vertical event announcement, and adjusts namespaces for OpenGL primitives.
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2018-11-11 15:11:32 -05:00 |
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Thomas Harte
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7881e40e0b
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Shuffles the OpenGL primitives into their own collection.
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2018-11-07 19:11:01 -05:00 |
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