solvespace/res/shaders
EvilSpirit 6d2c2aecff Implement an OpenGL 2 renderer.
There are two main reasons to desire an OpenGL 2 renderer:
 1. Compatibility. The compatibility profile, ironically, does not
    offer a lot of compatibility, and our OpenGL 1 renderer will not
    run on Android, iOS, or WebGL.
 2. Performance. The immediate mode does not scale, and in fact
    becomes very slow with only a moderate amount of lines on screen,
    and only a somewhat large amount of triangles.

This commit implements a basic OpenGL 2 renderer that uses only
features from the (OpenGL 3.2) core profile. It is not yet faster
than the OpenGL 1 renderer, primarily because it uses a lot of small
draw calls.

This commit uses OpenGL 2 on Linux and Mac OS X directly (i.e. links
to the GL symbols from version 2+); on Windows this is impossible
with the default drivers, so for now OpenGL 1 is still used there.
2016-11-18 04:04:29 +00:00
..
edge.frag Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
edge.vert Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
imesh.frag Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
imesh.vert Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
imesh_point.frag Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
imesh_point.vert Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
imesh_tex.frag Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
imesh_tex.vert Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
imesh_texa.frag Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
mesh.frag Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
mesh.vert Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
mesh_fill.frag Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
mesh_fill.vert Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00
outline.vert Implement an OpenGL 2 renderer. 2016-11-18 04:04:29 +00:00