Version history ---- ##### current version * Improved a bit the merger (wich merge subsequent `glBegin(...)`/`glEnd()`) efficiency * Removed LIBGL_BEGINEND=2 (that was not working correctly, and it complexify the code too much) * Added some Direct Acces function (from EXT_direct_access) * Fixes and Improvements on depth (and depth_Stencil) Texture handling * Handling of GL_BGRA color size in VA (for HumandRessourceMachine) * Some fixes to fpe_shader (for Neverwinter Night) * Rework of Header structure (from @rajdakin) * Better test, using "make test" (from @rajdakin, still using apitrace for replay) ##### v1.1.0 * Default backend is now GLES2 (but not on Pandora, still GLES1.1 for compatibility reasons) * Added LIBGL_SHADERNOGLES to remove the GLES part of shaders (if any). * Various RPi improvments, mainly in the context creation. * Various AmigaOS4 improvement and workaround (but still in a beta state) * Various improvement in GLX function, with a more accurate way to emulate GLXFBConfig * Improved the way eglSurface are created in glx.c, to avoid try to create 2 on the same window (EGL doesn't allow that) * Added LIBGL_GLXRECYCLE to not delete eglSurface and recycle them * Added tracking of Framebuffers Object and Renderbuffers Objects * Added (real) support for Float and Half-float Texture (including has attachement to FBO, emulating it if not supported in Hardware) * Added support for Depth Stencil texture when attached to an FBO * Added LIBGL_FBO=WxH for all plateform * Fixed some issue when resized textures attached to an FBO * Added LIBGL_NODEPTHTEX to avoid using Depth Texture when available (using renderbuffer can be faster) * Added support for Depth Texture when attached to an FBO (if supported by Hardware) * Fixes some isue with blitting of FBO when size of Main Framebuffer changed * Added option LIBGL_LOGSHADERERROR to get Shader compiler log and error * Added support for (emulated) Hardware Instancing * Added support for GL_ARB_draw_elements_base_vertex ##### v1.0.8 * Fixes and improvments to avoid unnecessary GLES state changes * Fixes some memory issues with glBitmap * Fixes to FPE (when using multitexture and GL_COMBINE) * Added some TexEnv extension for GLES2 backend * Fixes to Batch / Merger on GL_POLYGON primitives * Fixes to LineStipple * Pandora only: Fixed use of Texture Streaming on GLES2 backend ##### v1.0.6 * Factorised "Blit" function, and implemented `glBlitFramebuffer` * Optimized `glBitmap` * Added (limited) direct support to `GL_UNSIGNED_INT` for `glDrawElements` for hardware that support it * Improved (a lot) `glBegin`/`glEnd` merger * Added Anisotropic filterring support, for hardware that support it. * Changed `LIBGL_BATCH`. It will now try to merge small (parametrable) subsequent `glDrawXXXX` * Changed (simplified) the way texture "0" is handled * Improvement to `glDrawArrays` and `glDrawElement`, with less copy of datas * WIP AmigaOS4 support (and BigEndian architecture) * Improved NPOT support for "Limited NPOT" hardware * Lots of FPE fixes * Improve the way multi glX Context are handled * Added basic pre-proc (only handle comments for now) * Small optimisation on when using `glDrawArrays` with GL_QUADS * Improvement to GL_RENDER * Improvement to line stipple * Improvement to glPolygonMode(GL_LINE) ##### v1.0.4 * FPE is now usable. Most function are implemented * ShaderConv in now usable. Basic GL 2 shader are supported * Refactored Texture cache and handling, for better Tex1D/Tex3D/TexRectangle handling ##### v1.0.2 * Added GLES2 backend infrastructure * Begin GLES2 backend * Infrastructure for FPE (Fixed Pipeline Emulator) * Basic and Crude Shader convertor * Added blit function for GLES2 backend * Added some OpenGL Builtin VAs and Uniforms ##### 1.0.0 * Removed old ES2 defines (ES2 will be dynamic later) ##### 0.9.8 * Added TravisCI build on github * Added some optimisation when to discard call to glBindTexture if useless (same texture) between 2 glBegin/glEnd blocks * Stubbed glGet with GL_DRAW_BUFFER * Improvement to Raster operations * Factorised Blit function (only 1 function for that now) * Tracking ShadeModel * Tracking TexEnv ##### 0.9.7 * Tracking Clip Planes * Refactor Blitting function, and use glDrawTex extension if present * Restructured README and split in several files * Some improvments and fixes to LIBGL_BEGINEND=2 mode * Some improvments to some LIBGL_SHRINK mode * Proper support for DOT3 extension * Some fixes to Read/Draw Buffer handling * Some fix with the PixMap glX context creation ##### 0.9.6 * Some fixes in GL_TEXTURE_RECTANGLE_ARB handling * Some other fixes in texture handling (unpack and glList related) * Some fix with the PBuffer glX context creation * Tracking of glFog * Exposed glBlendEquation if supported * New LIBGL_AVOID16BITS parameter to prefer 32bits texture (usefull on ODroid) * Some optimisations in texture conversion ##### 0.9.5 * Added some optimisations for sequencial glBegin/glEnd blocks, with a switch to control them * Fixed many issue with Lights introduced with 0.9.4 * Fixed Android build introduced with 0.9.4 ##### 0.9.4 * Fixed some extended functions (like glBlendFuncSeparate) not working inside list (fixing some issues with Batch mode) * Added back GL_TEXTURE_RECTANGLE_ARB handling (and using npot texture, even limited, if available) * Added tracking of Lights and Materials * Fixed (Added in fact) support for Multisampling on the GLX Context creation (a bit hacky, but seems to works) * Added LIBGL_NODOWNSAMPLING and associated Hint * Try to implement some caching on VAO to avoid some memcpy in renderlist (with a way to disable it just in case) ##### 0.9.3 * Added support for Cube Mapping (with hardware support) * Improved Texture state tracking * Added LIBGL_NOTEXMAT env. var. switch for Texture Matrix handling * Added GL_EXT_vertex_array_bgra (and NEONinzed some loop) * Finished GL_EXT_direct_state_access extension * Mangled glX function (to be abble to use apitrace to capture GL frames) * Return some values in glXQueryServerString, coherent with glXGetClientString ##### 0.9.2 * All matrix are tracked now * Texture Matrix are 100% handled by gl4es. GLES Hardware keep an Identity matrix (TexCoord are transformed if needed). This allows a better handling of NPOT texture on hadware that doesn't support Full NPOT (fixed movies beiing horizontaly shifted in openmw with LIBGL_NPOT=1 for example) ##### 0.9.1 * Added gl4es specifics glHint capabilities. If the extension GL_GL4ES_hint is present, than a few Hint are accessible. Look in include/gl4eshint.h for the list. ##### 0.9.0 * New name: gl4es