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path: root/platform/x11/context_gl_x11.cpp
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* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-265/+0
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* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-18/+0
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Fix various memory leaks and errorsBojidar Marinov2019-07-021-0/+2
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* Fix application window not listed in taskbar (X11)MJacred2019-04-301-0/+1
| | | | | * for executable * for editor and exported executable (on older Cinnamon versions)
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fall back to GLES2 if GLES3 is not workingHein-Pieter van Braam2018-08-261-44/+19
| | | | | | | | | | | | | | | | | | This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-13/+0
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* Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg2018-04-071-20/+63
| | | | Windows).
* Explicitly set OpenGL profile to core (X11, Windows).bruvzg2018-03-061-0/+1
| | | | Enable GLES2 on Windows.
* add GLES 2 renderer for 2Dkarroffel2018-03-011-16/+34
| | | | | | | | This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+2
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* Drop unusued LEGACYGL_ENABLED checkRémi Verschelde2017-10-131-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-3/+1
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* Set the X11 class hint before mapping the windowRichard Adenling2017-08-191-0/+14
| | | | | | | | | | Setting the class hint before mapping the window will allow some window managers to determine if a window should be treated specially. This is also in accordance with the ICCCM spec which says that WM_CLASS should only be changed when a window is in a withdrawn (unmapped) state. Fixes #10429
* Fix property warnings and hide some debug printsRémi Verschelde2017-04-231-2/+0
| | | | | | | | | | "ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-63/+54
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* x11: don't wait for window to be mappedJesper Bækdahl2017-01-191-7/+0
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-2/+20
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Some BRDF fixesJuan Linietsky2016-12-211-1/+1
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| * Migrated from GLES to GLAD, fixes many issues.Juan Linietsky2016-11-221-3/+20
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-0/+1
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* x11: fix vsync supportAndreas Haas2016-06-071-5/+29
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* temporary fix for vsync call on x11Ariel Manzur2016-06-051-2/+5
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* vsync supportJuan Linietsky2016-06-051-0/+11
| | | | | | -works on windows -may not work on X11, if so please fix -OSX does not seem to support disabling vsync
* remove trailing whitespaceHubert Jarosz2016-03-091-13/+13
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Fixing memory leaksPhobos Tro2015-10-251-2/+8
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* borderless fullscreen window support for x11Dana Olson2014-08-251-11/+0
| | | | move disable resize x11 code from context_gl to os_x11
* fix z-buffer issues on x11/mesaDeviance2014-05-061-1/+1
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* add display/resizable support to Linuxadolson2014-04-221-0/+12
| | | add display/resizable support to Linux
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+197