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10 commits

Author SHA1 Message Date
fgenesis
09edbf49fd Changes to rendering logic, incl water surface flicker fix, plus other fixes.
This commit changes a bunch of internal rendering logic to
use FBOs in a way that doesn't violate the GL spec.
The water surface FBO's output texture was bound for reading
while at the same time rendering the water surface back into the
same FBO! Depending on the card/driver/load/zoom factor/moon phase,
this could lead to water surface flickering, chessboard effects,
and other visual glitches.
In order to fix this an extra FBO is needed.
In theory this is a simple fix but in practice this is the Aquaria
codebase and everything is more complicated than it has any right to be.

Couple other things:

- FBOs no longer have a depth renderbuffer. Aquaria never uses the depth
buffer for anything, so this can go to save some memory.
Also remove renderbuffer GL function pointers.

- Make FBOs multi-"paged". This is supposedly more efficient on desktop GL,
if glDrawBuffer() supports GL_COLOR_ATTACHMENTn. This is currently checked
via the presence of glDrawBuffersARB().

- Main core FBO now has 2 pages becaus it's needed for the water surface.
The same 2 pages are later used by the after effect manager to ping-pong
postprocessing shaders. Remove private after effect FBO.

TODO:
- There's still a bug in the one-fbo-multiple-binding-points code path.
-> for now glDrawBuffersARB must be NULL to work properly.
2024-04-25 03:33:02 +02:00
fgenesis
f1656d2fbc small clarification in framebuffer, no functional change 2023-08-26 02:09:44 +02:00
fgenesis
b6fb6944f6 first step towards making the render process const 2022-05-19 05:17:00 +02:00
fgenesis
034cf6a69f Little fixup + use RGBA16f framebuffer 2016-11-15 12:58:55 +01:00
fgenesis
b5e6234269 Move glext function pointer loading to GLLoad.cpp 2016-09-26 04:13:28 +02:00
fgenesis
8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00
Nicolas Braud-Santoni
eb128e65a4 Remove commented-out code 2016-05-05 19:57:50 +02:00
Nicolas Braud-Santoni
276265be1d Eliminating obsolete #ifdefs and friends (#26)
The following options have been applied globally, using unifdef(1):
```c
 #undef BBGE_BUILD_DIRECTX

 #define BBGE_BUILD_OPENGL 1
 #define GL_GLEXT_LEGACY   1
 #define HAVE_PUTENV       1
 #define TIXML_USE_STL     1
 #define BBGE_BUILD_SDL    1
```
2016-05-05 03:49:41 +02:00
fgenesis
1fdae0c128 Replace #pragma once with #ifndef/#define pairs (to avoid warnings on gcc 2.95) 2012-09-23 04:51:13 +02:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00