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OpenGL #468
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OpenGL #468
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Prefer libepoxy over libglew. It supports GL ES too and starts up faster. |
Interesting, I will take a look. Glew is a total pain to maintain. |
Reading from UBO with a varying offset might be a slow path. Use a texture instead. Either Using |
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Interesting. I added these on my future to-do list. |
Lol. On to the list it goes. |
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for(int i = range_start; i <= range_end; i++) { | ||
current = pal->data[i][0]; // Grayscale, r = g = b so pick any. | ||
dist = current - ref; |
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You probably want to use squared distance.
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Since we want to use OpenGL 3.3, we can later move the scalers to shaders.
Now it goes to atlas.
The saga continues.
Also, I don't feel like fixing it and we don't really need it anymore.
Different versions of clang-format handle these differently, so just silence it.
Screen captures for newsroom are still borked (for now).
We could precalc the conversion mapping etc. But hey, it works.
Not quite correct, more fixes needed.
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WIP, do not merge.
Plan:
Notes:
It might make sense to split the rendering into three, as the news caster guy wants images from arenas without the text and UI crap. So perhaps first render all game objects, then snatch any screenshots, and then draw the UI crap.
Cleanup TODO: