Created by Spenser Gilliland on 2013-08-29 and last modified on 2013-08-29
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Spenser Gilliland

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282. By Spenser Gilliland on 2013-08-29

add Mali GPU support

281. By Spenser Gilliland on 2013-08-29

do not require gl if using gles version

280. By Spenser Gilliland on 2013-08-29

GLchar not defined change to char

279. By Wladimir J. van der Laan on 2013-07-20

Add fbdev-glesv2 flavor

This exercises Mesa with the EGL 'fbdev' platform.

278. By Alexandros Frantzis on 2013-06-21

*: Clean up unused includes and functions

277. By Rafal Mielniczuk on 2013-06-21

NativeStateWayland: improve destructor

We must check if objects have been allocated before deleting them. This
prevents crashes when invoking client with eg. --list or --help flags.
This patch also cleanup some unused method declarations from header

276. By Jesse Barker on 2013-06-12

Scene{Shadow,Refract}: When testing on Nexus 10, it was discovered that the
default texture allocation for these scenes can blow out the max texture size
for an implementation (canvas size on that platform is 2560 x 1504, which
makes us try to allocate textures at 5120 x 3008). So, clamp the texture
dimensions while maintaining proper aspect ratio.

275. By Jesse Barker on 2013-06-11

CanvasGeneric: Check buffer object handles before calling delete. While it is
perfectly legal and harmless to delete an object handle of zero, there are
times when we do this before having made a context current, which _should_ be
harmless (because implementations don't like to crash), but it not really cool.

274. By Jesse Barker on 2013-05-27

SceneCollection: Consolidate the scene vector population into an object to
simplify adding scenes across platforms (rather than having to add for Android
separately from others).

273. By Jesse Barker on 2013-05-23

ShaderSource: Parse precision strings using fuzzy split to allow spaces.

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