Age | Commit message (Collapse) | Author |
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We don't need them in a MSVC or OS X compilation either.
Change-Id: I00181fe0a047df09bbdfcce34c07eb2ebc45a2da
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The GLEW headers are enough, and what we actually use in these
places. In addition to handling GL extension things in its dynamic
fashion, GLEW headers also have declarations for standard,
non-extension, OpenGL API, including xgl and wgl ones.
Most likely we don't need mesa_headers on Windows or OS X either, and
can drop them completely.
Change-Id: Ic0d8d6238c862f8fe4a74e99e95344dcbf540980
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(after removing the one remaining use of gluErrorString in a SAL_WARN call)
Change-Id: Ib94e346d73e508e69c07deafdc690e3ae0e23d4e
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Change-Id: I419ca67dc1f87dd9ac751aa5a094fecf58136edb
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Change-Id: Ic6ed9c69003fa79a60310dc0b010ffc0ca868791
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The only thing that needs to be reimplemented is the pbuffer based
custom sprite rendering. We should use a FBO with a texture backend
for that. This will also save several OpenGL context switches!
Change-Id: I4aef33ae2499e44c8b5f41c296d8721cb94a37a1
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Change-Id: I1af7e03a3e46f3cb49162be9351ce22f54d08c52
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Adds opengl canvas implementation - display-list-based, all
rendering done as textured geometry. Needs shader support.
Currently compiles and works on Linux, Mac should be ~easy to
add, win32 eventually.
Change-Id: Ibf3eb88d6a36a91b2960a3a6320d708160e4fc14
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