Source

love / src / modules / graphics / opengl / VertexBuffer.cpp

Author Commit Message Labels Comments Date
vrld
Fix: Returning wrong type in VertexIndex::getType()
vrld
Match types in VertexIndex::getType()
vrld
Fix issue #495: Large spritebatches doesn't render properly
vrld
Intel gets their way
vrld
Use opengl buffer ARB constistently in VertexBuffer.
vrld
VertexBuffer/SpriteBatch speed tweaks. - VertexBuffer holds permanent copy of the vertex data and is only read from GPU memory was written outside a sb:bind()/sb:unbind() pair. - "Orphan" the current GPU buffer on unmap() before uploading the changed data to the GPU to avoid implicit synchronisation lags.
vrld
Possibly (code in issue does not fail on my machine) fix #486. Please test.
Bart van Strien
CRLF to LF
rude
Applied the new style guidelines. Well, sort of. Lot's more to be done, but this is a start.
vrld
Actually copy existing buffer data to temporary memory region in VBO::map().
vrld
Throw exception when VBO cannot allocate enough memory in VBO::map().
vrld
Replace glMapBufferARB() with temp memory + glBufferSubDataARB(). Instead of letting OpenGL manage the memory mapping, allocate a temporary block of memory upon VBO:map(). Upon VBO::unmap() the block is copied to graphics memory using glBufferSubDataARB() and then released. Hopefully this will fix some weird error with Windows XP + old drivers, where VBOs can be created, but the mapped memory cannot be allocated resulting in the sprite batch drawing nothing at …
vrld
Move VertexBuffer::Bind implementation to header to hint inlining
vrld
Some idiot put a != where there should be a ==.
vrld
Make sure all error flags are cleared before calling glBufferDataARB() in VBO::load().
vrld
Add error checking in VBO::load(). VertexBuffer should now be able to fall back to vertex arrays if glBufferDataARB() fails (possible due to lack of memory).
Bart van Strien
Make VertexBuffers use size_t, raising the limit of vertices that can be stored This means more sprites in SpriteBatches, yay!
Bill Meltsner
Happy New Year, have an enormous diff
Bart van Strien
Remove all uses of LOVE_UNUSED, and simply not name the arguments instead
Bart van Strien
Automated formatting fix
Bill Meltsner
Add LOVE_UNUSED macro to stamp out all those "unused parameter" warnings
rude
Add missing #include in VertexBuffer.cpp.
rude
Added 'VertexBuffer' abstraction. SpriteBatches are now always supported. Also improved memory usage in SpriteBatch. (No need to retain full copy of sprites in memory. Can read that data back later to save data from OpenGL context destruction).
rude
Initial Mercurial commit.