eternallands:gles3

Last commit made on 2022-01-29
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Name:
gles3
Repository:
lp:eternallands

Recent commits

92f011a... by xaphier <email address hidden>

Add linmath.h

d16a011... by =?utf-8?q?G=C3=A9_Vissers?= <email address hidden>

Save state when checking reflection orientation.

Commit 71a2f437 intorduced a test to see if the reflection texture was read upside down. This test did not save the
current OpenGL state, notably the depth test and lighting flags. This broke the new character scene, where due to the
lack of depth testing parts of the scene could disappear behind others where they should not. Fix this by saving the
state and restoring it at the end of the function.

432f14c... by =?utf-8?q?G=C3=A9_Vissers?= <email address hidden>

Free reflection shaders earlier

The reflections shaders are freed after the OpenGL context has been destroyed. It probably won't matter anymore at
that point, but a DEBUG build will complain about Invalid operations. Move the call to before SDL is shut down.

5d7700f... by Paul Broadhead

Removed debug left in patient.

c2baf2f... by Paul Broadhead

Updated item_extra_info.txt.

590c251... by Paul Broadhead

Move disable_focus_clickthrough closer to similar options.

d3d0cfc... by =?utf-8?q?G=C3=A9_Vissers?= <email address hidden>

Merge pull request #171 from gvissers/inexact_pathfinder

Allow the pathfinder to walk to a nearby location when clicking an unwalkable tile, and don't highlight destinations that cannot be reached. Fixes issue #168 raised by @feeltheburn. Many thanks to @gamil-zirak for hammering out the details.

ce49edb... by =?utf-8?q?G=C3=A9_Vissers?= <email address hidden>

Fix noise testure for Core profile >= 3

The noise texture for the water ripples is stored in GL_LUMINANCE_ALPHA format. Unfortunately, OpenGL 3 deprecated
GL_LUMINANCE_ALPHA, and mandates the use of GL_RG instead, On the other hand, OpenGL <= 2 does not define GL_RG.
In order to support both, we first try to use GL_LUMINANCE_ALPHA, and if that fais with a GL_INVALID_ENUM error,
try GL_RG instead (and swizzle the texture so the shader still sees the correct values from the green and alpha
channels). If that fails too, water ripples are disabled.

5daa1ee... by =?utf-8?q?G=C3=A9_Vissers?= <email address hidden>

The lookup testure for performing cubic filtering in the water shader uses a GL_RGB10_A2 internal texture format.
This confuses Windows 10 (at least in VirtualBox), causing the the reflected scene to be displaced (and not
reippling). Using a simple GL_RGB format instead fixes the issue.

This also reverts the unnecessary water shader change introduced in 71a2f437, which in the end did not fix anything.

eb97e45... by Paul Broadhead

Added option for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH use.
Turns our some people we compiling their own client purely to disable
the client setting this hint. It was requested during the SDL2 port testing.
So add an option on the CONTROL tab to disable the hint.
Also add some additional run-time check for the SDL2 library version
and calling video related function before we have set up video.