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* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)Loïc Blot2017-08-191-8/+10
| | | | | | | | | | | * Code modernization: src/p*, src/q*, src/r*, src/s* (partial) * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Spelling: vertice -> vertex
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-171-4/+1
| | | | * Migrate cpp headers to pragma once
* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-261-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
* Cpp11 initializers: last src root changeset (#6022)Loïc Blot2017-06-211-12/+9
| | | | | | * Cpp11 initializers: last src root changeset Finish to migrate all src root folder files to C++11 constructor initializers
* Remove threads.h and replace its definitions with their C++11 equivalents ↵ShadowNinja2017-06-111-1/+0
| | | | | | (#5957) This also changes threadProc's signature, since C++11 supports arbitrary thread function signatures.
* Fix superflous shader setting updates (#4800)ShadowNinja2016-11-231-9/+54
| | | This improves rendering performance by ~40%
* Dump shader programs on compile errorsRealBadAngel2016-02-111-0/+3
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* Unite nodes shaders.RealBadAngel2014-06-151-11/+17
| | | | | | | Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
* Fix shader license headers to be LGPLBrent Hull2013-05-061-4/+4
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* fix memory leak on shader shutdownsapier2013-04-071-0/+1
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* Update Copyright YearsSfan52013-02-241-2/+2
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* Change Minetest-c55 to MinetestPilzAdam2013-02-241-1/+1
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* Implement a global shader parameter passing system and useful shadersPerttu Ahola2012-12-021-0/+17
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* ShaderSource and silly example shadersKahrl2012-12-021-0/+89