Newer
Older
##### Current version
* Fixes and improvments to avoid unnecessary GLES state changes
* Fixes some memory issues with glBitmap
* Factorised "Blit" function, and implemented `glBlitFramebuffer`
* Optimized `glBitmap`
* Added (limited) direct support to `GL_UNSIGNED_INT` for `glDrawElements` for hardware that support it
* Added Anisotropic filterring support, for hardware that support it.
Sebastien Chevalier
committed
* Changed `LIBGL_BATCH`. It will now try to merge small (parametrable) subsequent `glDrawXXXX`
* Changed (simplified) the way texture "0" is handled
* Improvement to `glDrawArrays` and `glDrawElement`, with less copy of datas
* WIP AmigaOS4 support (and BigEndian architecture)
* Improved NPOT support for "Limited NPOT" hardware
* Lots of FPE fixes
* Improve the way multi glX Context are handled
* Added basic pre-proc (only handle comments for now)
* Small optimisation on when using `glDrawArrays` with GL_QUADS
* Improvement to GL_RENDER
* Improvement to line stipple
* Improvement to glPolygonMode(GL_LINE)
##### v1.0.4
* FPE is now usable. Most function are implemented
* ShaderConv in now usable. Basic GL 2 shader are supported
* Refactored Texture cache and handling, for better Tex1D/Tex3D/TexRectangle handling
##### v1.0.2
* Added GLES2 backend infrastructure
Sebastien Chevalier
committed
* Begin GLES2 backend
* Infrastructure for FPE (Fixed Pipeline Emulator)
* Basic and Crude Shader convertor
* Added blit function for GLES2 backend
* Added some OpenGL Builtin VAs and Uniforms
* Removed old ES2 defines (ES2 will be dynamic later)
* Added some optimisation when to discard call to glBindTexture if useless (same texture) between 2 glBegin/glEnd blocks
* Stubbed glGet with GL_DRAW_BUFFER
* Improvement to Raster operations
* Factorised Blit function (only 1 function for that now)
* Tracking ShadeModel
* Tracking TexEnv
* Refactor Blitting function, and use glDrawTex extension if present
* Restructured README and split in several files
* Some improvments and fixes to LIBGL_BEGINEND=2 mode
* Some improvments to some LIBGL_SHRINK mode
* Proper support for DOT3 extension
* Some fixes to Read/Draw Buffer handling
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* Some fix with the PixMap glX context creation
##### 0.9.6
* Some fixes in GL_TEXTURE_RECTANGLE_ARB handling
* Some other fixes in texture handling (unpack and glList related)
* Some fix with the PBuffer glX context creation
* Tracking of glFog
* Exposed glBlendEquation if supported
* New LIBGL_AVOID16BITS parameter to prefer 32bits texture (usefull on ODroid)
* Some optimisations in texture conversion
##### 0.9.5
* Added some optimisations for sequencial glBegin/glEnd blocks, with a switch to control them
* Fixed many issue with Lights introduced with 0.9.4
* Fixed Android build introduced with 0.9.4
##### 0.9.4
* Fixed some extended functions (like glBlendFuncSeparate) not working inside list (fixing some issues with Batch mode)
* Added back GL_TEXTURE_RECTANGLE_ARB handling (and using npot texture, even limited, if available)
* Added tracking of Lights and Materials
* Fixed (Added in fact) support for Multisampling on the GLX Context creation (a bit hacky, but seems to works)
* Added LIBGL_NODOWNSAMPLING and associated Hint
* Try to implement some caching on VAO to avoid some memcpy in renderlist (with a way to disable it just in case)
##### 0.9.3
* Added support for Cube Mapping (with hardware support)
* Improved Texture state tracking
* Added LIBGL_NOTEXMAT env. var. switch for Texture Matrix handling
* Added GL_EXT_vertex_array_bgra (and NEONinzed some loop)
* Finished GL_EXT_direct_state_access extension
* Mangled glX function (to be abble to use apitrace to capture GL frames)
* Return some values in glXQueryServerString, coherent with glXGetClientString
##### 0.9.2
* All matrix are tracked now
* Texture Matrix are 100% handled by gl4es. GLES Hardware keep an Identity matrix (TexCoord are transformed if needed). This allows a better handling of NPOT texture on hadware that doesn't support Full NPOT (fixed movies beiing horizontaly shifted in openmw with LIBGL_NPOT=1 for example)
##### 0.9.1
* Added gl4es specifics glHint capabilities. If the extension GL_GL4ES_hint is present, than a few Hint are accessible. Look in include/gl4eshint.h for the list.
##### 0.9.0
* New name: gl4es