- Add global variable MATERIAL_MAX_TEXTURES_USED for texture limit
- COpenGLCoreFeature::TextureUnit renamed to COpenGLCoreFeature::MaxTextureUnits
Drivers for ES1, ES2 and WebGL also adapted.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5685 dfc29bdd-3216-0410-991c-e03cc46cb475
Add some more debug output to opengl texture in debug when things go wrong.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5573 dfc29bdd-3216-0410-991c-e03cc46cb475
WEBGL_depth_texture doesn't use same symbols as OES_packed_depth_stencil & OES_depth32 and also does not allow attaching depth and stencil buffers to RTT like other GL versions.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5557 dfc29bdd-3216-0410-991c-e03cc46cb475
While names of WebGL extensions are 90% identical to ES2, at some point the WebGL committee seems to have decided
that it's better to give new names to the same stuff (RTT's with depth-buffer for example, but I'm sure they had a good reason?).
So we have to split this and now have mostly independent extension handlers. Still - WebGLDriver is lazy and derives from
ES2Driver and that derives from ES2ExtensionHandler... so unfortunately WebGL driver has now 2 extension handlers.
The way it's solved for now is that extension strings are handled by the webgl extension handler and everything else
stays for now with the ES2ExtensionHandler. Maybe we can split/merge stuff later in a better way, but I see no easy to implement improvement.
Could be we could pass extension handlers as template paramter to drivers maybe, but that's just an idea for now.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5556 dfc29bdd-3216-0410-991c-e03cc46cb475
WebGL allows NPOT textures in very specific situations (no mips, no filters, no texture-repeats), but disabling it by default fixes a lot of problems.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5447 dfc29bdd-3216-0410-991c-e03cc46cb475
Exceptions are:
- drawStencilShadowVolume
- drawVertexPrimitiveList without VBO's
- Things using drawVertexPrimitiveList without VBO's: CParticleSytemSceneNode, VideoDriver:drawIndexedTriangleList, VideoDriver:drawIndexedTriangleFan
- Things using VideoDriver:drawIndexedTriangleList: CBillboardSceneNode, COctreeSceneNode without VBO (but that can use VBO's now always).
- Things using VideoDriver:drawIndexedTriangleFan: CSkyBoxSceneNode
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5444 dfc29bdd-3216-0410-991c-e03cc46cb475
It's a reduced OGLES2 driver which tries to work only with bound buffers.
This allows emsripten to compile without "-s FULL_ES2=1" (the WebGL simulation)
which is a lot faster. Driver can already run simply examples, but is not yet complete.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5441 dfc29bdd-3216-0410-991c-e03cc46cb475