Commit graph

21 commits

Author SHA1 Message Date
Olli Wang
4ac2b44ea7 Fixes how glext header is included.
This commit fixes the issue caused by #357 that nanovg failed to compile on iOS due to the wrong way of including glext header.
2017-03-06 22:08:08 +08:00
Mikko Mononen
96f08f4ca4 Fix for issue #155
- added NVG_DEBUG which can be used to omit calls to glGetError()
- removed return value for glnvg__checkError
- create flag defines to enum
2014-09-02 20:58:17 +03:00
Mikko Mononen
8519f09569 Changed demos to use types not structs 2014-07-11 19:21:19 +03:00
StarWing
4712e5b615 Auto detect and resize text atlas texture. 2014-06-22 16:41:19 +08:00
Mikko Mononen
709475c513 API changed! Fixed slowdown, Shader uses premultiplied colors
- all colors in the shader is handled as premultiplied
- removed alphaBlend param from nvgBeginFrame(), it became obsolete
- added NVGL_TEXTURE_PREMULTIPLIED flag
- separated FBO example
- FBOs are treated as premultipied for correct alpha
- changed FBO storage from depth/stencil 24/8 to stencil 8
- moved discard to end of shader which restores the render speed again
2014-06-15 11:08:12 +03:00
Mikko Mononen
003561e721 Fix for issue #92
- added (optional) 3-pass stencil trick to stroke rendering, reduces
overdraw artifacts, a little slower
- fixed some text bounds issues
2014-06-09 15:53:26 +03:00
Mikko Mononen
83c876b9a8 Made FBO helper to work on OSX when using GL2 2014-06-08 20:27:14 +03:00
Mikko Mononen
7a06c56edb Fixes and tweaks for frame buffer handling
- fixed flags setup in nvglCreateImageFromHandle
- changed frame buffer to only compile on GL3
- changed nvgluCreateFramebuffer() to return FBO struct instead of
filling existing one (for consistency)
2014-06-08 13:56:58 +03:00
StarWing
bea097165b add external APIs to GL backend to get native Texture Id. 2014-06-08 01:48:01 +08:00
Mikko Mononen
be16b4dff3 Made old GL backends obsolete, added docs
- added documentation about changed GL state
- made old GL2 and GL3 backends obsolete
2014-04-20 12:26:05 +03:00
Mikko Mononen
407cd75a98 Fixed rendering artefacts when not using uniform buffers
- made uniform buffer support behind separate define for easier toggling
- calculate scissor and stroke alpha outside type selection to simplify
the shader (or else it produces rendering artefacts)
- restore default pixel store settings instead of restoring old state
- set active texture to 0 when starting to render a frame
2014-04-17 19:09:26 +03:00
Mikko Mononen
9d367dcb81 GL3buf backend supports GL2 too (not yet enabled)
- added support for GL(ES)2 for nanovg_gl3buf (something is still not
quite there)
- nanovg now sets all required GL state
- removed compiler warnings about unused vars
2014-04-15 21:10:55 +03:00
Mikko Mononen
ba3c0cbce1 Fix for issue #40: Added support to render using premultiplied alpha
- added support to take screen shots
- added support to render to frame buffer using premultiplied alpha
- fixed spelling NVGaling -> NVGalign
2014-02-25 22:53:46 +02:00
Mikko Mononen
aaafbd32c6 Renamed FPScounter to PerfGraph
- Renamed FPScounter to PerfGraph
- dump avg times at exit
2014-02-18 21:51:28 +02:00
Mikko Mononen
1517841023 Performance timer tweaks
- moved performance counter and drawing to separate file
- tweaks to performance drawing
2014-02-18 21:40:52 +02:00
Mikko Mononen
1378269815 Fixed unused variables and scissor under zoom
- added NVG_NOTUSED to suppress unused param warnings
- fixed scissor anti-aliased border width when zoomed
2014-02-16 12:44:00 +02:00
Mikko Mononen
d41083886a Added retina/hi-dpi support
- fixed off-by-one pixels from demo
- added device-pixel-ratio support (retina support)
- added nvgEndFrame()
2014-02-14 19:13:12 +02:00
Mikko Mononen
cd376082ba Added MSAA option for backends
- added option to turn off AA fringe generation
- added examples which use no AA fringes and  MSAA
2014-02-14 13:11:32 +02:00
Mikko Mononen
3d3c302e6c GL3 uber shader
- added milliseconds to fps counter
- smooth fps reading a bit more
- changed GL3 to uber shader
2014-02-13 22:12:18 +02:00
Mikko Mononen
8b234ca953 Improved rendering performance of convex shapes and on gl3 back-end
- set swap interval to 0 to better see performance
- draw convex shapes without stencil to speed things up
- improve vertex buffer upload for gl3
2014-02-09 21:21:41 +02:00
Mikko Mononen
9b00b7aaf5 Implemented OGL 3.2 core profile back-end
- moved demo stuff to separate file
- created two separate examples for gl2 and gl3
- initial stab at OGL 3.2 core profile back-end (currently twice as
slows as 2.0)
- API change: glBeginFrame() takes view witdth and height as input
- added FPS counter to demo
2014-02-09 17:33:37 +02:00