1. 11 Feb, 2022 1 commit
  2. 10 Feb, 2022 1 commit
  3. 20 Jun, 2021 1 commit
  4. 19 Jun, 2021 1 commit
  5. 02 Jun, 2021 3 commits
  6. 31 May, 2021 1 commit
  7. 28 May, 2021 2 commits
  8. 26 May, 2021 8 commits
  9. 25 May, 2021 3 commits
  10. 17 May, 2021 2 commits
  11. 15 May, 2021 1 commit
  12. 11 May, 2021 3 commits
  13. 10 May, 2021 2 commits
  14. 03 May, 2021 2 commits
    • Kenneth Moreland's avatar
      Hide GLAD generated source · 3906417a
      Kenneth Moreland authored
      Although the GLAD headers generated for IceT are not installed, they can
      still be picked up for projects that are built against the IceT build
      directory (as opposed to the install directory). To avoid that, move the
      GLAD generated files inside of the gl3 source directory.
      
      One added benefit is that the subdiretory containing the GLAD headers
      and source is now just a trivial unpacking of the zip archive generated
      by the GLAD web service (https://glad.dav1d.de/). This should make it
      easier to update if needed.
      
      Another added benefit is that packing GLAD with the source files allows
      us to use different GLAD generated code for different render layers if
      need be.
      3906417a
    • Kenneth Moreland's avatar
      Use GLAD to manage OpenGL extensions · 234e2465
      Kenneth Moreland authored
      To support systems that do not have headers for OpenGL 3 (or better),
      use the GLAD extension loader to get the proper enums and load the
      proper function pointers.
      
      Note that the GLAD files were generated with the GLAD web service
      (https://glad.dav1d.de/). Changing the supported OpenGL version or
      extension would require creating new extension loader files.
      
      One side effect of this change is that the IceTGL3.h no longer
      includes any actual GL headers (nor does it need them to compile).
      The reason is that you cannot include both gl.h and glad.h. We
      could include glad.h, but if some client program wants to use IceT
      and also use a different extension loader (which is likely), that
      could cause problems. Furthermore, if we install the GLAD headers,
      they could interfere with an external program's own GLAD headers.
      234e2465
  15. 29 Apr, 2021 2 commits
    • Kenneth Moreland's avatar
      Merge branch 'better-buffer-size' into 'master' · 7216919e
      Kenneth Moreland authored
      Create larger OpenGL 3 render buffers
      
      See merge request !18
      7216919e
    • Kenneth Moreland's avatar
      Create larger OpenGL 3 render buffers · f4f13046
      Kenneth Moreland authored
      When rendering with multiple tiles, IceT's floating viewport only works
      if the geometry fits within the rendering buffer. This is much more
      likely if the rendering buffer is bigger.
      
      The OpenGL 3 rendering layer uses textures for an offscreen rendering
      buffer. We can make this buffer as large as we want (given constraints
      of the rendering system). As such, make the rendering buffer the same
      size as the whole display (or as large as possible if that is not
      possible).
      f4f13046
  16. 27 Apr, 2021 2 commits
  17. 13 Apr, 2021 3 commits
  18. 09 Apr, 2021 1 commit
  19. 08 Apr, 2021 1 commit
    • Kenneth Moreland's avatar
      Pass framebuffer instead of textures to OGL3 callback · a224886d
      Kenneth Moreland authored
      Rather than sending textures to the OpenGL 3 callback and requiring the
      callback to rebuild the framebuffer every time, create the framebuffer
      internally inside of IceT and pass the framebuffer id to the callback.
      
      I am also binding the framebuffer before the call. I don't know if it is
      necessary to both set the framebuffer and pass the framebuffer id.
      a224886d