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scummvm-rg350
trimui-s
scummvm with trimui support. Forked from https://github.com/salvacam/scummvm-rg350
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opengl
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2018-08-26
OPENGL: Use premultiplied alpha for color-keyed cursors
Bastien Bouclet
2017-12-01
BACKENDS: Fix shake position getting stuck
Colin Snover
2017-10-15
BACKENDS: Fix GraphicsManager handling of empty cursors
Colin Snover
2017-10-15
BACKENDS: Also hide mouse cursor outside game area when an engine has hidden ...
Colin Snover
2017-10-15
BACKENDS: Refactor OpenGL & SDL graphics backends
Colin Snover
2017-10-15
BACKENDS: Fix some comment typos
Colin Snover
2017-08-05
OPENGL: Always clear the whole backbuffer
Bastien Bouclet
2017-07-10
Revert "COMMON: Change way the Singleton instances are instantiated"
Eugene Sandulenko
2017-07-10
COMMON: Change way the Singleton instances are instantiated
Thierry Crozat
2017-05-21
BACKENDS: Compress screenshots using PNG if available
Colin Snover
2017-05-08
OPENGL: Don't update the cursor's texture when the cursor is invisible
Bastien Bouclet
2017-04-24
SDL: Improve debug and warning messages when saving screenshots
Thierry Crozat
2016-10-29
OPENGL: Remove hack to avoid issues with OSD messages from other threads
Thierry Crozat
2016-10-13
OPENGL: Add support for filtering feature
Thierry Crozat
2016-09-18
OPENGL: Make sure the cloud icon is cleared immediatly after it is hidden
Bastien Bouclet
2016-09-18
OPENGL: Remove multithread support from displayActivityIconOnOSD
Bastien Bouclet
2016-09-13
OPENGL: Fix dereferencing null pointer in OpenGLGraphicsManager
Thierry Crozat
2016-09-13
SDL: Switch the OpenGL renderer to use small textures to draw the OSD
Bastien Bouclet
2016-09-05
OPENGL: Implement getOSDFormat and copyRectToOSD
Thierry Crozat
2016-09-05
OPENGL: Add missing USE_OSD defined checks around OSD code
Thierry Crozat
2016-08-24
GUI: Add getOSDFormat() and make OSD 32 bpp
Alexander Tkachev
2016-08-24
GUI: Add clearOSD() method
Alexander Tkachev
2016-08-24
GUI: Add copyRectToOSD()
Alexander Tkachev
2016-07-23
ALL: Don't use 'defined' in macro definitions
Ori Avtalion
2016-05-03
OPENGL: Assure color attributes for shader pipeline are always set.
Johannes Schickel
2016-05-02
OPENGL: Fix potential crash
Eugene Sandulenko
2016-03-23
OPENGL: Add assertions to check for valid attribute state.
Johannes Schickel
2016-03-23
OPENGL: Fix black screen for some GL implementations with shaders.
Johannes Schickel
2016-03-16
OPENGL: Log extensions available on debuglevel 5+.
Johannes Schickel
2016-03-16
OPENGL: Flag texture dirty on allocation.
Johannes Schickel
2016-03-16
OPENGL: Do not keep uniform state for nonexistent uniforms.
Johannes Schickel
2016-03-16
OPENGL: Store logical texture dimensions in GLTexture.
Johannes Schickel
2016-03-16
OPENGL: Introduce convenience wrappers for get*Location in Shader.
Johannes Schickel
2016-03-16
OPENGL: Do not hardcode any uniform/attribute handling in Shader.
Johannes Schickel
2016-03-16
OPENGL: Let Shader store the uniform state.
Johannes Schickel
2016-03-16
OPENGL: Only set projection matrix once on pipeline activation.
Johannes Schickel
2016-03-16
OPENGL: Properly deactivate old pipeline.
Johannes Schickel
2016-03-16
OPENGL: Make shader pipelines use fixed shaders.
Johannes Schickel
2016-03-16
OPENGL: Implement CLUT8 look up as Pipeline.
Johannes Schickel
2016-03-16
OPENGL: Move pipeline code to pipelines/.
Johannes Schickel
2016-03-16
OPENGL: Only allow Pipeline to switch active Framebuffers.
Johannes Schickel
2016-03-16
OPENGL: Do not allow direct access to Context::activePipeline.
Johannes Schickel
2016-03-16
OPENGL: Implement texture drawing in Pipeline instead of Surface.
Johannes Schickel
2016-03-16
OPENGL: Make shader/framebuffer part of pipeline state.
Johannes Schickel
2016-03-16
OPENGL: Don't prefix maxTextureSize variable for consistency.
Johannes Schickel
2016-03-16
OPENGL: Introduce abstraction for framebuffer.
Johannes Schickel
2016-03-16
OPENGL: Introduce ShaderManager to handle builtin shaders.
Johannes Schickel
2016-03-16
OPENGL: Introduce pipeline abstraction to cleanup code.
Johannes Schickel
2016-03-16
OPENGL: Support GLSL based CLUT8 look up for GLES2+.
Johannes Schickel
2016-03-16
OPENGL: Detect NPOT support for GLES.
Johannes Schickel
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