Henrik Rydgard
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7a5aa60b3a
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Disasm GE_CMD_REVERSENORMAL
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2013-01-25 18:29:13 +01:00 |
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raven02
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104dfcb6e4
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Fix too dark issue in-game
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2013-01-25 21:15:56 +08:00 |
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Unknown W. Brackets
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81225e0f09
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Fix flicker caused by using the wrong fbo.
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2013-01-24 21:36:28 -08:00 |
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Henrik Rydgard
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b1bbbc44fc
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Add enable/disable dithering. Respect chosen framebuffer color depth.
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2013-01-23 23:04:09 +01:00 |
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Henrik Rydgard
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a7bc2ea120
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Clearing FBOs on bind was a bit too aggressive an optimization.
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2013-01-23 08:31:29 +01:00 |
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Henrik Rydgard
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dbdd461a53
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Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
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2013-01-22 22:27:03 +01:00 |
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Henrik Rydgard
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e04f5156ee
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Fix a few graphics issues, optimize shader ID generation (fewer shaders)
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2013-01-22 22:03:41 +01:00 |
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Henrik Rydgard
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14d26141a5
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TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range.
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2013-01-22 22:03:39 +01:00 |
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Henrik Rydgard
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b30ab91379
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GCC fix
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2013-01-21 19:19:41 +01:00 |
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Henrik Rydgard
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2f0cf82f72
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Don't expand normals and positions to floats unless necessary.
Fix sign of Z component of position in through mode.
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2013-01-21 19:12:46 +01:00 |
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Xele02
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77af8f4727
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Change cast which break build on linux
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2013-01-21 01:25:48 +01:00 |
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Henrik Rydgard
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784c191caf
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Fix bugs with fog bit in shader IDs
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2013-01-21 00:34:37 +01:00 |
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Henrik Rydgard
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3b8ea62b05
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Cannot cache vertices when morph is enabled.
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2013-01-20 22:48:29 +01:00 |
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Henrik Rydgard
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e15b580df6
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Avoid using an element buffer in more cases.
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2013-01-20 22:42:38 +01:00 |
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Henrik Rydgard
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d9c9a9102a
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Tiled renderers are much faster if we clear FBOs before rendering.
Alternatively we could use glDiscardFramebufferEXT but I haven't figured out how to call it.
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2013-01-20 22:05:11 +01:00 |
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Henrik Rydgard
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611fb3536f
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Try to use glDrawArrays in more situations, saving us a buffer. Misc.
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2013-01-20 21:52:54 +01:00 |
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Henrik Rydgard
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8b4deb93ce
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Merge branch 'master' into vertexcache
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2013-01-20 19:18:52 +01:00 |
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Henrik Rydgård
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b93f974ff1
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Merge pull request #423 from raven02/hw
Fix alpha blending for HW transform
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2013-01-20 08:22:31 -08:00 |
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Henrik Rydgard
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1b1a275dcc
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GPU "dirty" optimization, wip vertexcache
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2013-01-20 13:15:46 +01:00 |
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Henrik Rydgard
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04860322f4
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Merge branch 'master' into vertexcache
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2013-01-20 11:30:11 +01:00 |
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raven02
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139932f7a0
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Revert color0 to be original
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2013-01-20 12:41:47 +08:00 |
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Unknown W. Brackets
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140fd171ef
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Fix some 64-bit type conversion warnings.
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2013-01-19 13:48:20 -08:00 |
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Henrik Rydgard
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201e1ea0bc
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Vertex caching now works for HW transform + VBO, not including RECTANGLE primitives yet.
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2013-01-19 19:22:15 +01:00 |
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Henrik Rydgard
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8ff96bbcd8
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Defer vertex decoding until flush. Track draw calls so that they can be cached later.
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2013-01-19 17:05:50 +01:00 |
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raven02
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72286191a1
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Fix alpha blending for HW transform
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2013-01-15 08:24:04 +08:00 |
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Henrik Rydgard
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3931323f5b
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Commented out the wrong half of the RotateUVs check...
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2013-01-14 21:41:39 +01:00 |
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Henrik Rydgard
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7271e3fcd5
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Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
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2013-01-14 20:44:11 +01:00 |
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Henrik Rydgard
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85afa9c036
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Always specify all buffers for clearing. Missing one hurst, one extra doesn't.
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2013-01-14 20:44:10 +01:00 |
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Henrik Rydgård
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21b93d33cd
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Merge pull request #405 from raven02/g3d-log
Add disable G3D log to option menu , make default false
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2013-01-13 08:34:28 -08:00 |
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Henrik Rydgard
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590d94da9f
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Add basic stencil test functionality, shadows work in Wipeout. update native.
This is not the whole story though, the PSP is being tricky by sharing the dest alpha and stencil.
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2013-01-12 17:21:07 +01:00 |
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Henrik Rydgard
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cf1b5a6911
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Try to fix color masking problems.
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2013-01-12 14:20:38 +01:00 |
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Henrik Rydgard
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60f9da3926
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Add support for color masking. Improves the look of Wipeout greatly.
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2013-01-12 12:52:00 +01:00 |
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Henrik Rydgard
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6c9d28205d
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Disable the LoggingDeadline. Uncomment if you want to use it.
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2013-01-12 12:52:00 +01:00 |
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raven02
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908e4ecabf
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Revert AB for HW transform until find a better fix
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2013-01-12 08:24:05 +08:00 |
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Henrik Rydgard
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5a2fc722f6
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VBO buffer rotation. Helps a little on my Nexus S but perf is still bad.
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2013-01-11 19:03:16 +01:00 |
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Henrik Rydgard
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29e422cbf1
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Avoid flicker by not throwing away the last 3 FBOs.
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2013-01-11 17:55:26 +01:00 |
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Henrik Rydgard
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6ab6045baf
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Throw away unused FBOs. This gets rid of extreme slowness of Star Soldier on Nexus S for whatever reason.
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2013-01-11 02:00:51 +01:00 |
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Henrik Rydgard
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7390f2b5f6
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Some realtime profiling stuff. Enable FZ (flush-to-zero) mode.
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2013-01-11 00:13:39 +01:00 |
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raven02
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4e683911c7
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Fix alpha blending for SW transform
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2013-01-10 22:21:28 +08:00 |
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raven02
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79c9c29251
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Fix alpha blending for HW transform
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2013-01-10 22:19:06 +08:00 |
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Henrik Rydgard
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b6d7127734
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VBO should be optional for SW transform too.
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2013-01-10 13:08:04 +01:00 |
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Henrik Rydgard
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479d1f5111
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Draw using VBO. Add option, make default true.
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2013-01-10 12:54:36 +01:00 |
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Lewis Robbins
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64ee61a150
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fixed compiling error
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2013-01-10 08:02:55 +00:00 |
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Lewis Robbins
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4ae9ead2ce
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clean up of GPUCommon
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2013-01-09 21:13:09 +00:00 |
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Henrik Rydgard
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03eacd1af3
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Save 16K.
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2013-01-07 13:00:28 +01:00 |
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Henrik Rydgard
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2340b66b27
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Fix envmapping on hw transform
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2013-01-07 10:49:16 +01:00 |
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Henrik Rydgard
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62cc953bad
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Specify an older GLSL version for compat, we don't use new features anyway because of ES 2.0.
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2013-01-07 10:07:00 +01:00 |
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Henrik Rydgard
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0183a407dd
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Fix RECTANGLE rotation in the other direction too.
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2013-01-07 09:52:47 +01:00 |
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KentuckyCompass
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a1f35ebe7e
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Fix crash from lastShader pointer = 0xcdcdcdcd
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2013-01-07 00:21:07 -08:00 |
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Henrik Rydgard
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a1bf5a2a10
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Save on gl[Enable/Disable]VertexAttribArray calls.
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2013-01-06 23:50:05 +01:00 |
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