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path: root/src/library_gl.js
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2013-06-02fix typo in glGenVertexArrays__depsAlon Zakai
2013-05-30do not use gl emulation code in es2 emulation mode, to avoid confusing lack ↵Alon Zakai
of a bound buffer between them
2013-05-30remove unnecessary GL.currArrayBufferObjAlon Zakai
2013-05-30indentationAlon Zakai
2013-05-20coding conventionsAlon Zakai
2013-05-20clean up unneeded loggingAlon Zakai
2013-05-20Revert more changes to get back to passing tests.Jeff Gilbert
2013-05-20Revert client array packing changes.Jeff Gilbert
2013-05-20coding conventionsAlon Zakai
2013-05-20PR fixes, part 2, take 3.Jeff Gilbert
2013-05-20Switch to emcc-style function capitalization.Jeff Gilbert
2013-05-20Adding texEnv emulation to Immediate mode.Jeff Gilbert
2013-05-17use GL. instead of this. in generateTempBuffers in order to not confuse closureAlon Zakai
2013-05-15forward gl emulation sigsAlon Zakai
2013-05-15fix some gl sigsAlon Zakai
2013-05-10Added OES_element_index_uint and OES_standard_derivatives detection, ↵Anthony Pesch
glDetachShader support and misc. function signature fixes
2013-05-01optimize client attribute storageAlon Zakai
2013-05-01capture clientAttributes to a localAlon Zakai
2013-05-01missing GL sigsAlon Zakai
2013-04-30lots of SDL_GL_GetProcAddress fixesRobert Bragg
These fixes are enough to enable us to start running Cogl based applications via our sdl backend
2013-04-26fix glGetShaderSource string truncationAlon Zakai
2013-04-19add sig for glUniformMatrix2fvAlon Zakai
2013-04-17when we have multiple strides, restrideAlon Zakai
2013-03-31invalidate renderers using strideAlon Zakai
2013-03-31GL_UNSAFE_OPTS tweaksAlon Zakai
2013-03-31do not fix offsets in renderers; fixes test_gl_renderersAlon Zakai
2013-03-31fix attribute offsets when they start at >0 and there is an array bufferAlon Zakai
2013-03-31do not fix stride in renderersAlon Zakai
2013-03-16When finding renderers in the cache, the stride of the current vertexMichael J. Bishop
buffer object is also taken into account. This fixes a problem where a renderer could be used to draw a vertex buffer object with a different stride value than the renderer captured when the renderer was created.
2013-03-15optimize away the allocation in glUniformMatrix?fv with count == 1Alon Zakai
2013-03-15optimize away the allocation in glUniform?fv with count == 1Alon Zakai
2013-03-11fix client side GL arrays in FULL_ES2Vladimir Vukicevic
2013-03-11use bufferSubData in FULL_ES2Alon Zakai
2013-03-07FULL_ES2 todoAlon Zakai
2013-03-07use temp buffers for indices in glDrawElements in FULL_ES2Alon Zakai
2013-03-07use temp buffers in FULL_ES2 array buffersAlon Zakai
2013-03-07refactor gl temporary buffer codeAlon Zakai
2013-03-07optimize out creation of new JS objects in each glVertexAttribPointer call ↵Alon Zakai
in FULL_ES2
2013-03-07fix FULL_ES2 bug with not taking into account 'first' in glDrawArraysAlon Zakai
2013-03-07gl commentsAlon Zakai
2013-03-07gl whitespace cleanupAlon Zakai
2013-03-02GLImmediate should depend on GLEmulationAlon Zakai
2013-02-27Merge pull request #887 from MichaelRiss/glVertex2iAlon Zakai
Add glVertex3i and glVertex2i calls
2013-02-27fix glIs*Alon Zakai
2013-02-27expose current buffers outside of FULL_ES2 - needed for gl emulationAlon Zakai
2013-02-27refactor byteSizeByTypeRoot and use it in FULL_ES2Alon Zakai
2013-02-27cleanupsAlon Zakai
2013-02-27Add client-side vertex attribs and index buffersVladimir Vukicevic
2013-02-28Add glVertex3i and glVertex2i callsMichael Riss
These are basically just aliases for the glVertex3f function. Javascript seems to convert the integers to float values correctly. However, I did not follow the code path through the immediate mode emulation to know for sure. In my applications it works for "normal", small values (e.g. 1, 500, 1000, ...).
2013-02-27FORCE_GL_EMULATION optionAlon Zakai