- Dec 24, 2019
- Dec 23, 2019
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Magnus Norddahl authored
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- Dec 22, 2019
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Magnus Norddahl authored
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Magnus Norddahl authored
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- Dec 21, 2019
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Magnus Norddahl authored
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Magnus Norddahl authored
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Magnus Norddahl authored
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Magnus Norddahl authored
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Magnus Norddahl authored
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Magnus Norddahl authored
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Magnus Norddahl authored
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Magnus Norddahl authored
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Magnus Norddahl authored
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- Dec 20, 2019
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ZZYZX authored
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ZZYZX authored
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ZZYZX authored
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Magnus Norddahl authored
Clearing the current active OpenGL context is apparently very expensive. Only do it if we're destroying an OpenGL context.
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Magnus Norddahl authored
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Magnus Norddahl authored
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Magnus Norddahl authored
Fix the error handling: only create one call unless there's an error and only check for errors in functions that can fail
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- Dec 19, 2019
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biwa authored
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Magnus Norddahl authored
Avoid copying by passing matrices by reference to RenderDevice Use fasttrig from GZDoom for faster cos/sin Don't set matrices unless they changed. Even though the memcmp prevents it from being pushed to OpenGL it is still a waste.
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- Dec 18, 2019
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ZZYZX authored
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ZZYZX authored
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Magnus Norddahl authored
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Magnus Norddahl authored
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Magnus Norddahl authored
Place all vertex buffers in the same GPU vertex buffer so that the 3D scene only contains 2 vertex buffer binds per frame
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- Dec 17, 2019
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ZZYZX authored
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- Dec 16, 2019