Commit Graph

9 Commits

Author SHA1 Message Date
sfan5
d2a7875b5b Group sparse mesh buffers over entire scene for rendering 2024-12-24 15:27:08 +01:00
sfan5
1fb7202028 GL: fix and clean up some code 2024-12-04 18:20:34 +01:00
sfan5
36edc3f161 Add 10-bit texture format and setting to chose PP color depth
(and move some settings to the advanced category)
2024-12-04 18:20:34 +01:00
grorp
9b6a399011
Implement support for FSAA in combination with post-processing (#15392)
- Actually it's MSAA I think, or perhaps the terms are equivalent
- I've made it fit into the existing Irrlicht architecture, but that has resulted in code duplication compared to my original "hacky" approach
- OpenGL 3.2+ and OpenGL ES 3.1+ are supported
- EDT_OPENGL3 is not required, EDT_OPENGL works too
- Helpful tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing, section "Off-screen MSAA"
- This may be rough around the edges, but in general it works
2024-11-18 14:06:48 +01:00
sfan5
8d2e770361 Minor corrections in gl3/gles2 drivers 2024-11-16 16:54:22 +01:00
sfan5
4aae31ad5e Add support for ECF_D24 texture format
and prefer it over D32 for our depth buffer, this can have performance benefits
2024-11-16 16:54:22 +01:00
grorp
fced6ff240 Fix ECF_D32 support in ogles2 video driver
OES_depth32 only talks about support for render buffers, not textures,
so it's not relevant here:
https://github.com/KhronosGroup/OpenGL-Registry/blob/main/extensions/OES/OES_depth32.txt

This fixes the scene being black with "video_driver = ogles2" and
"enable_post_processing = true" on my desktop computer.
2024-11-08 20:43:24 +01:00
sfan5
6303334cc2 Deduplicate GL extension detection 2024-05-12 14:20:34 +02:00
import
f638482fba Copy irrlichtmt to <root>/irr/ 2024-03-26 21:39:02 +01:00