| Commit message (Collapse) | Author | Age | Files | Lines |
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Since GL 4.2 and ES 3.1
Change-Id: I3feaaa6e34b3031121771017763d51ac6ef07687
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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QRasterMode allows a user to change the raster mode from fill to lines or points
Change-Id: If96848e38ac4b5a615040b3bae2dec38a03cb031
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
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Added a new QRenderState to provide access to glDepthRange.
Task-number: QTBUG-73059
Change-Id: I434b73e6e499307bfa58b2a1001e4c48328e9d5b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Conflicts:
.qmake.conf
src/render/renderers/opengl/textures/gltexture.cpp
Done-with: Liang Qi <liang.qi@qt.io>
Change-Id: I2b419458913a2e3cb2064b934b07b1f6ff05e3cd
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ES2 helper will sometimes flood with warnings.
Same with textures that take several frames to load. Just make sure
message appear again if functor changes.
Change-Id: Id5d8a8a3fa1ab88b2b40d4f71bf91c26724654a2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Slightly reorganize jobs between jobs needed for rendering and jobs
that should run even when no rendering is required.
Change-Id: I02d262efd8cb46c71c40ac6dbcd4d1b25bb725e1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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When using bindFrameBufferObject with ES2 the only available target is
GL_FRAMEBUFFER.
Change-Id: Ie8fd50a57deeae3e8e02885e954ff73d85712c14
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Current we require a combined DepthStencil RenderBuffer, however this is
an extension in ES2 so it's not a given that it will be available. It
is still possible to setup separate Depth and Stencil buffers for those
devices that only support that (similar to what Scenegraph does).
Change-Id: Ia112b30e229bfc553cd0cdc0f8dd8b57290c7081
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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This is another step toward isolating the renderer from the render aspect
Change-Id: I4031675b961d6645b65bbe05cf62d150993038b0
Task-number: QTBUG-61151
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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