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A "game" written from scratch in Rust
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Author
9 hours
fix(engine): use texture texture indices as texture units
HEAD
master
HampusM
10 hours
refactor(engine): make shaders a renderer detail
HampusM
11 hours
refactor(engine): move & improve glsl preprocessing
HampusM
2024-08-16
perf(engine): create OpenGL objects as needed instead of each frame
HampusM
2024-06-22
feat(engine): add ability to change polygon mode per object
HampusM
2024-05-24
fix(engine): enable OpenGL multisampling on renderer init
HampusM
2024-05-18
refactor(engine): fix clippy lints
HampusM
2024-04-15
refactor(engine): use OpenGL DSA functions
HampusM
2024-04-14
feat(engine): use ECS architecture
HampusM
2024-03-01
refactor(engine): create texture OpenGL objects when needed
HampusM
2024-02-19
refactor(engine): create shaders on start
HampusM
2023-11-27
feat(engine): add lighting maps
HampusM
2023-11-26
feat(engine): make textures clonable
HampusM
2023-11-20
feat(engine): add materials
HampusM
2023-11-12
feat(engine): add basic flat lighting
HampusM
2023-11-12
feat(engine): add support for textures with 8-bit rgba data
HampusM
2023-11-05
refactor(engine): add shader program currently bound safety
HampusM
2023-11-02
feat(engine): add texturing
HampusM
2023-10-26
style: increase max struct literal width to 36
HampusM
2023-10-25
feat(engine): enable depth testing
HampusM
2023-10-23
feat(engine): add using element buffers
HampusM
2023-10-23
refactor(engine): rename vertex buffer to buffer & make generic
HampusM
2023-10-22
feat(engine): add translating & scaling objects
HampusM
2023-10-15
feat(engine): add logging OpenGL debug messages
HampusM
2023-10-13
refactor(engine): move uses of OpenGL to OpenGL module
HampusM