Skip the texcache render-buffer alloc for now (due to various texture-format
complications), and write the buffer straight back to vram after rendering.
src/pvr2/pvr2.c
complications), and write the buffer straight back to vram after rendering.
src/pvr2/pvr2.c
Update the texture dimensions regardless of whether we created the texture here
or not - safer than depending on the caller to do it
src/drivers/gl_fbo.c
or not - safer than depending on the caller to do it
src/drivers/gl_fbo.c
Move bundle/system paths into paths.c, install lxdreamrc into the bundle
(Fix OSX bundle missing default configuration)
Makefile.am
Makefile.in
config.h.in
configure
configure.in
src/Makefile.am
src/Makefile.in
src/config.c
src/lxdream.h
src/main.c
...
(Fix OSX bundle missing default configuration)
Makefile.am
Makefile.in
config.h.in
configure
configure.in
src/Makefile.am
src/Makefile.in
src/config.c
src/lxdream.h
src/main.c
...
Tidy up punchout handling slightly (doesn't really seem to need sorting...)
src/pvr2/glrender.c
src/pvr2/pvr2.h
src/pvr2/rendsort.c
src/pvr2/glrender.c
src/pvr2/pvr2.h
src/pvr2/rendsort.c
Initial shadow volume implementation for opaque polygons (stencil isn't quite
right, but we get some kind of shadows now)
src/display.h
src/drivers/gl_fbo.c
src/drivers/video_glx.c
src/pvr2/glrender.c
src/pvr2/scene.c
src/pvr2/scene.h
right, but we get some kind of shadows now)
src/display.h
src/drivers/gl_fbo.c
src/drivers/video_glx.c
src/pvr2/glrender.c
src/pvr2/scene.c
src/pvr2/scene.h
.