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* Regenerate GL loader code with GLAD 2Riteo2022-11-141-20/+63
| | | | | | | | | | | | | | GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2 does not, so for consistency I thought that it would be a good idea to uniform things beforehand. While it had some API changes some renames were all that was needed and everything works like before, at least on the Wayland branch. I've kept the structure identical, although this new generator has quite a few hefty features, such as a single header mode. I've also added GLAD to `thirdparty/README.md`, but I haven't specified that in the commit title because it's a very small "fix".
* Add GLES2 2D renderer + Linux display managerlawnjelly2021-10-301-0/+20
| | | | | | | | | First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
* Remove obsolete GLES2 backend codeRémi Verschelde2020-08-131-20/+0
| | | | | | | | | | | This code currently isn't compiled (and cannot compile). We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan (probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite different so it's not relevant to keep this old Godot 3.2 code. The `drivers/gles2` code from the `3.2` branch can be used as a reference for a potential new implementation.
* Updates to thirdparty README and COPYRIGHTRémi Verschelde2019-03-041-0/+20
Notably, we now track stable Bullet 2.88, so distros can unbundle it again.