3.5-1684 7 yıl, 1 ay önce simplify my last commit
3.5-1683 7 yıl, 1 ay önce remove printf in shader uid generation
3.5-1682 7 yıl, 2 ay önce Removing the 'Clearing code cache' OSD message in Release builds
3.5-1681 7 yıl, 2 ay önce fix movie player on linux
3.5-1680 7 yıl, 2 ay önce [Android] Some minor cleanup.
3.5-1679 7 yıl, 2 ay önce Changing the Nunchuk stick axis from center to center + 1
3.5-1678 7 yıl, 2 ay önce Adding Nunchuk stick calibration
3.5-1677 7 yıl, 2 ay önce [Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.
3.5-1676 7 yıl, 2 ay önce [Android] Another check for OpenGL ES 3.
3.5-1675 7 yıl, 2 ay önce Good Job Windows. Fixes compiling...
3.5-1674 7 yıl, 2 ay önce Didn't mean to disable hacked buffer.
3.5-1673 7 yıl, 2 ay önce Enable the shader cache on GLES3 now that the shaders compile fine on Mali and Adreno.
3.5-1672 7 yıl, 2 ay önce Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class.
3.5-1671 7 yıl, 2 ay önce Add the new glBufferData stream buffer type to the streambuffer class which is hugely more efficient on Mali drivers.
3.5-1670 7 yıl, 2 ay önce Fix Android Build.
3.5-1669 7 yıl, 2 ay önce Change from using glDrawElements/glDrawElementsBaseVertex to glDrawRangeElements/glDrawRangeElementsBaseVertex. On Mali, this reduces a internal function usage from 8% to off the charts.
3.5-1668 7 yıl, 2 ay önce Clear patches on shutdown.
3.5-1667 7 yıl, 2 ay önce Revert "[Android] Use equals to compare GL version string instead of contains. This should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL E...
3.5-1666 7 yıl, 2 ay önce [Android] Use equals to compare GL version string instead of contains. This should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL ES 4.0 is...
3.5-1665 7 yıl, 2 ay önce Fix an issue where TextureConverter.cpp was creating a renderbuffer with the wrong format. Also a few minor shader issues where they were using integers in place of floats.