Sun, 29 May 2011 17:34:12 -0400 Parse symbols in the CTAB, export them in MOJOSHADER_parseData.
Ryan C. Gordon <icculus@icculus.org> [Sun, 29 May 2011 17:34:12 -0400] rev 1028
Parse symbols in the CTAB, export them in MOJOSHADER_parseData.
Sun, 29 May 2011 11:58:40 -0400 Recover slightly better from unrecognized instruction tokens.
Ryan C. Gordon <icculus@icculus.org> [Sun, 29 May 2011 11:58:40 -0400] rev 1027
Recover slightly better from unrecognized instruction tokens.
Tue, 24 May 2011 23:24:15 -0400 GLSL: texldd-specific arguments need to be cast to vec2.
Ryan C. Gordon <icculus@icculus.org> [Tue, 24 May 2011 23:24:15 -0400] rev 1026
GLSL: texldd-specific arguments need to be cast to vec2.
Tue, 24 May 2011 23:15:50 -0400 Favor GL_ARB_shader_texture_lod over GL_EXT_gpu_shader4.
Ryan C. Gordon <icculus@icculus.org> [Tue, 24 May 2011 23:15:50 -0400] rev 1025
Favor GL_ARB_shader_texture_lod over GL_EXT_gpu_shader4. One enables just the piece of functionality we care about for TEXLDD, the other enables a whole kitchen sink.
Tue, 24 May 2011 04:38:48 -0400 Test for the GL extension, not whether the entry point is NULL.
Ryan C. Gordon <icculus@icculus.org> [Tue, 24 May 2011 04:38:48 -0400] rev 1024
Test for the GL extension, not whether the entry point is NULL. (glXGetProcAddress() can legally return a non-NULL pointer...you have to make sure it is safe to call yourself by checking the GL_EXTENSIONS string!)
Tue, 24 May 2011 04:35:01 -0400 Cleaned up GL symbol lookup slightly.
Ryan C. Gordon <icculus@icculus.org> [Tue, 24 May 2011 04:35:01 -0400] rev 1023
Cleaned up GL symbol lookup slightly.
Sun, 22 May 2011 18:21:19 -0400 Updated copyright year.
Ryan C. Gordon <icculus@icculus.org> [Sun, 22 May 2011 18:21:19 -0400] rev 1022
Updated copyright year.
Sun, 22 May 2011 17:23:57 -0400 Fixed memory leak in MOJOSHADER_freeEffect().
Ryan C. Gordon <icculus@icculus.org> [Sun, 22 May 2011 17:23:57 -0400] rev 1021
Fixed memory leak in MOJOSHADER_freeEffect().
Sun, 22 May 2011 17:18:41 -0400 Implemented TEXLDD opcode for GLSL, ARB1, and NV2.
Ryan C. Gordon <icculus@icculus.org> [Sun, 22 May 2011 17:18:41 -0400] rev 1020
Implemented TEXLDD opcode for GLSL, ARB1, and NV2.
Sun, 22 May 2011 03:32:10 -0400 Initial work on parsing binary Effects files.
Ryan C. Gordon <icculus@icculus.org> [Sun, 22 May 2011 03:32:10 -0400] rev 1019
Initial work on parsing binary Effects files.
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