Age | Commit message (Collapse) | Author |
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accessible through getProcAddress
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at runtime
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Ensure glDeleteBuffers silently processes non-existent names, per spec.
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Implement glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS).
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add testcase for glGetAttachedShaders
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associated integer id, with a 'name' property stored on the object.
The linear scan was rather slow, and as the vector grew in size
games were slowing to a few fps.
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of a bound buffer between them
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glDetachShader support and misc. function signature fixes
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These fixes are enough to enable us to start running Cogl based
applications via our sdl backend
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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.
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