Commit Graph

1467 Commits

Author SHA1 Message Date
Ryan Houdek 6759ee701d This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. 2012-10-09 23:42:40 -05:00
Ryan Houdek 66a245dd68 Remove this silliness 2012-10-09 23:42:40 -05:00
Ryan Houdek 9c09e1973a Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. 2012-10-09 23:42:40 -05:00
Ryan Houdek f8d0c28e53 Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support. 2012-10-09 23:42:40 -05:00
Ryan Houdek ddd4360d6d Only delete this buffer if we support it. 2012-10-09 23:42:39 -05:00
Ryan Houdek 7aad45658e Add a GUI option to use GLSL shaders. Also fix a small typo. 2012-10-09 23:42:39 -05:00
Ryan Houdek 076c1a5aa7 Make sure not to try and bind UBO locations when it isn't supported 2012-10-09 23:41:49 -05:00
Ryan Houdek ba12c0b4f5 Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers. 2012-10-09 23:41:48 -05:00
Jordan Woyak d70726b035 glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now 2012-10-09 23:41:48 -05:00
Jordan Woyak d9117ab6a1 try combining vs/ps ubo 2012-10-09 23:41:48 -05:00
Jordan Woyak e641ede232 make use of glMapBuffer to set ubo data 2012-10-09 23:41:48 -05:00
Ryan Houdek 04836705b7 Show a bit of information when using GLSL shaders. 2012-10-09 23:41:48 -05:00
Jordan Woyak 8e80771670 fix stupid indentation 2012-10-09 23:41:48 -05:00
Jordan Woyak 73a29bf6a1 have separate variables/functions for VS/PS ubo stuff, array was confusing. 2012-10-09 23:41:48 -05:00
Ryan Houdek a809feae1a Disable UBO buffer generation if hardware doesn't support it. 2012-10-09 23:41:48 -05:00
Pierre Bourdon 3bcec51334 More coding style fixes because I suck at sed 2012-10-09 23:41:48 -05:00
Pierre Bourdon 3c6d0fc710 8 spaces indentation -> tabs 2012-10-09 23:41:48 -05:00
Ryan Houdek a5257c1a0a Actually have Dual Source blending work for people. Forgot about this change. 2012-10-09 23:41:06 -05:00
Ryan Houdek a304af75fd Make this pretty 2012-10-09 23:41:06 -05:00
Ryan Houdek 67687a7b6d Make sure our UBO buffers are always aligned correctly. 2012-10-09 23:41:06 -05:00
Ryan Houdek 5b06bbf87d Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs. 2012-10-09 23:41:06 -05:00
Ryan Houdek 5bcbf92f43 Make sure to support everything even if GPU doesn't. 2012-10-09 23:41:06 -05:00
Ryan Houdek d4a80ca3ec yay, UBOs work 100% now. 2012-10-09 23:41:05 -05:00
Ryan Houdek 1f75ee49bf UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now. 2012-10-09 23:41:05 -05:00
Ryan Houdek 904adb9e3d More for Billiard <3 2012-10-09 23:41:05 -05:00
Ryan Houdek ce7a54f32a Firin ma lazer 2012-10-09 23:41:05 -05:00
Ryan Houdek b105d70339 Firin ma lazer 2012-10-09 23:41:05 -05:00
Ryan Houdek c82b92bfc2 Fix one error. 2012-10-09 23:41:05 -05:00
Ryan Houdek 2fbca145cb Remove bSupportsGLSLLocation since it won't work how I expect it. 2012-10-09 23:41:05 -05:00
Ryan Houdek 4a84c6f742 Add in UBOs, doesn't work yet. Still debugging here. 2012-10-09 23:41:05 -05:00
Ryan Houdek d83ead5914 Support Dual Source Blending in OGL plugin with GLSL. 2012-10-09 23:39:16 -05:00
Ryan Houdek b24990ca28 Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now. 2012-10-09 23:37:52 -05:00
Ryan Houdek cf68cc0c61 Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating. 2012-10-09 23:37:52 -05:00
Ryan Houdek 081ad949ce Welp, just fixed that problem. 2012-10-09 23:35:45 -05:00
Ryan Houdek 3c9c5de722 Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that. 2012-10-09 23:35:45 -05:00
Ryan Houdek 3160da1289 This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now. 2012-10-09 23:33:02 -05:00
Ryan Houdek 7cec31dbf3 Almost there. 2012-10-09 23:33:02 -05:00
Ryan Houdek 0fc755c4df More stuff 2012-10-09 23:31:31 -05:00
Ryan Houdek 7a4c080c70 mah 2012-10-09 23:29:30 -05:00
Ryan Houdek 411357b54a Compile 2012-10-09 23:29:30 -05:00
Ryan Houdek 34c7b3fd73 meh 2012-10-09 23:29:30 -05:00
Ryan Houdek 3943840d5c Now CG plays nice with this new stuff. 2012-10-09 23:27:59 -05:00
Ryan Houdek a357c77257 Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2012-10-09 23:23:37 -05:00
Pierre Bourdon 8cefcaa94c Implement a simple benchmarking mode which logs FPS to a file
Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.

Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
2012-10-04 05:41:02 +02:00
NeoBrainX 035840e7b5 Move last XFB size from Render to FramebufferManager. 2012-10-03 13:44:35 +02:00
NeoBrainX 8f5223d0e6 More cleanups. 2012-10-03 13:44:13 +02:00
NeoBrainX 6e4a61a991 Minor cleanups. 2012-10-03 13:44:04 +02:00
plbl4ster 94e49c5044 Fix frame skipping on non-win32 systems missing libav
Fixes issue 4097.
2012-08-28 12:29:51 +02:00
NeoBrainX 08a9c66037 Revert the recent zcomploc changes including the Graphic_Fixes merge.
Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.

This reverts commit 0efd4e5c29.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
2012-08-10 20:12:02 +02:00
skidau 0efd4e5c29 Skipped the ZCompLoc pass if the result can be determined at compile time. Brings back the speed lost by r146b02615c07. 2012-08-06 09:29:01 +10:00
Pierre Bourdon d33e48319f Fix accesses to the 16 lower pixels of the EFB with OpenGL
The GL EFB cache did not clamp correctly the coordinates when computing
the rectangle it needed to cache, leading to negative values being used
as indexes and often crashes.

Fixes issue 5510.
2012-07-23 22:35:51 +02:00
NeoBrainX 1c8cdebc22 Set g_texture_cache to NULL upon shutdown. Fixes a crash introduced in previous commits. 2012-06-21 14:21:16 +02:00
NeoBrainX cc0523e55b TextureCache: Properly assign texture hashes when EFB to RAM is used without caching.
Fixes issue 5472.
2012-06-20 18:18:21 +02:00
NeoBrainX 8d30ac462a Instead of invalidating texcache whenever the graphics configuration dialog gets opened, clean up textures on configuration changes. 2012-06-20 18:18:05 +02:00
NeoBrainX 227580d1a5 Remove "Disable Textures". 2012-06-11 23:35:46 +02:00
NeoBrainX 1dd6b978c1 Remove "Disable Lighting". 2012-06-11 23:30:20 +02:00
NeoBrainX b5ad382b07 Fast mipmaps deserves to die!! 2012-06-08 00:22:57 +02:00
NeoBrainX 372e00632d Fix changing internal resolution via hotkeys (settings above 1.5x weren't accessible anymore before). 2012-05-29 13:11:28 +02:00
skidau 146b02615c Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch) 2012-05-26 13:47:07 +10:00
NeoBrainX 54aeec7a8f Dump the redundant "save textures" function. Use TextureCache's dumping feature instead. 2012-05-13 17:48:23 +02:00
NeoBrainX a5e68ab10e TextureCacheBase: Support dumping individual mipmaps. 2012-05-13 17:41:04 +02:00
rodolfoosvaldobogado 6a446efd5f Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
please test for regressions
2012-04-03 00:08:36 -03:00
rodolfoosvaldobogado a0d60210fd First Stage:
Fix depth related errors in dstalpha pass.
best place to test: water splash effect in super mario galaxy
2012-04-02 14:26:12 -03:00
NeoBrainX 460610ea0e Revert Rodolfo's recent zcomploc commits until they actually work correctly.
This reverts commit 402006a83a.
This reverts commit 48d8d71391.
This reverts commit 450dcc9d2c.
2012-03-30 01:57:53 +02:00
rodolfoosvaldobogado 402006a83a more fixes to zcomplock and opengl implementation 2012-03-29 18:26:58 -03:00
rodolfoosvaldobogado 450dcc9d2c As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
2012-03-27 15:44:58 -03:00
NeoBrainX fee98b426b Revert r41bcf657f89d, r3a9fed0ba285, r9adc119e3c2f and re58692653afd (all of them are wrong). 2012-03-24 15:58:44 +01:00
NeoBrainX 9adc119e3c PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
(D3D9 only)

This is basically the same as revision e58692653a, just for scaled textures and with a LOT more work...
2012-02-20 20:32:08 +01:00
NeoBrainX eb01a110c9 Implement texture preloading 2012-02-03 21:21:13 +01:00
NeoBrainX 1446fb33d5 TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type" 2012-01-31 19:52:02 +01:00
NeoBrainX cc54ee7d94 TextureCache: Move EFB copy cache code from TextureConverter to TextureCache 2012-01-31 19:51:32 +01:00
NeoBrainX a02df43e6d TextureConverter (OGL/D3D9): Kill EncodeToRam because it wasn't used anywhere and it basically does the same as EncodeToRamFromTexture anyway 2012-01-31 18:09:35 +01:00
NeoBrainX 3b38295cbd TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
2012-01-31 18:09:35 +01:00
NeoBrainX 5239ba88c9 TextureCache: Remove unsafe texture cache 2012-01-31 18:09:35 +01:00
NeoBrainX c5008fe9de TextureCache: Renaming some variables
OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
2012-01-31 18:09:34 +01:00
Shawn Hoffman f57f654b59 set ProgramShaderCache program format correctly. 2012-01-18 10:22:03 -08:00
Ryan Houdek 0b74ead13f More "stuff" for SS, also a small fix in the program shader cache cache setup." 2012-01-11 04:10:43 -06:00
nitsuja 39613a95a8 initialize the uninitialized 2012-01-04 01:36:09 -08:00
Shawn Hoffman bd5cf88686 let us try normal c++ static init instead... 2011-12-29 16:25:03 +01:00
Ryan Houdek 6a5b56d25f Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen. 2011-12-29 01:35:50 -06:00
Ryan Houdek 8a48b42e4c Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways. 2011-12-29 00:32:06 -06:00
Ryan Houdek fbbea9bb9b These checks aren't needed when using CG. 2011-12-29 00:01:50 -06:00
Shawn Hoffman c8d0c8e217 oops, forgot to make sure the gl program is actually free'd. 2011-12-26 10:27:18 -05:00
Ryan Houdek 6f729f8cbf Woops, better not forget the ing 2011-12-26 04:09:36 -06:00
Ryan Houdek 3773d29b6d Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending. 2011-12-26 03:54:44 -06:00
Shawn Hoffman 5f296d0be7 refactor ProgramShaderCache::PCacheEntry 2011-12-26 02:58:52 -05:00
Shawn Hoffman 16f9d8e06d Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways. 2011-12-26 00:43:47 -05:00
Shawn Hoffman 4bc14c3473 fix formatting uglies introduced in glsl-master branch 2011-12-26 00:15:54 -05:00
Ryan Houdek b607695103 Add in the Windows fix. 2011-12-25 12:21:31 -06:00
Ryan Houdek 8349cc2551 Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now? 2011-12-24 08:58:51 -06:00
Ryan Houdek aa2032af2c Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32. 2011-12-24 02:19:30 -06:00
Ryan Houdek b90fa37c60 If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles. 2011-12-24 00:37:13 -06:00
Ryan Houdek 9bc6b83fd0 If CG isn't available, still compile and fallback on GLSL 2011-12-24 00:24:13 -06:00
Sonicadvance1 7c558df283 Missed a if, don't want people crashing now do we? 2011-12-21 22:33:33 +00:00
Ryan Houdek 8e0172374c Give OSX users more of a chance of supporting Single pass DSB in the future. 2011-12-21 01:29:29 -06:00
Ryan Houdek a10656b1b2 Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :| 2011-12-21 00:15:48 -06:00
Ryan Houdek 31a9b6c322 Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way. 2011-12-20 23:07:42 -06:00
Ryan Houdek dc134b9bac Move the GLSL extension checks over here so it is nicer. 2011-12-20 21:55:11 -06:00
Ryan Houdek f6b33cf0be Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired. 2011-12-19 19:10:05 -06:00
nitsuja 3e773f093d fixed a freeze on emu shutdown in windows build 2011-12-19 15:13:26 -08:00
Ryan Houdek 9ce17a43ec There we go, actually found the issue. 2011-12-19 00:15:07 -06:00
Ryan Houdek 768a683f04 This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. 2011-12-18 23:31:00 -06:00
Ryan Houdek 636d6a915d Remove this silliness 2011-12-18 01:51:15 -06:00
Ryan Houdek 4342efe712 Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. 2011-12-17 01:17:11 -06:00
Ryan Houdek b837ae25fc Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support. 2011-12-17 01:06:55 -06:00
Ryan Houdek 73c3f198f4 Only delete this buffer if we support it. 2011-12-16 23:37:22 -06:00
Ryan Houdek fe6fb55389 Add a GUI option to use GLSL shaders. Also fix a small typo. 2011-12-16 23:18:24 -06:00
Ryan Houdek 9ff48ac6eb Make sure not to try and bind UBO locations when it isn't supported 2011-12-15 15:48:21 -06:00
Ryan Houdek ad13f2d23d Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers. 2011-12-11 06:18:01 -06:00
Jordan Woyak c908e1173d glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now 2011-12-11 06:11:38 -06:00
Jordan Woyak a613012d08 try combining vs/ps ubo 2011-12-11 06:02:47 -06:00
Jordan Woyak 5ae1f674f5 make use of glMapBuffer to set ubo data 2011-12-11 05:29:15 -06:00
Ryan Houdek 16b58a8825 Show a bit of information when using GLSL shaders. 2011-12-11 05:15:08 -06:00
Jordan Woyak bcb2abbcf1 fix stupid indentation 2011-12-11 04:32:57 -06:00
Jordan Woyak 031c523fba have separate variables/functions for VS/PS ubo stuff, array was confusing. 2011-12-11 04:28:02 -06:00
Ryan Houdek fbef258dab Disable UBO buffer generation if hardware doesn't support it. 2011-12-11 04:19:11 -06:00
Pierre Bourdon df283a56a0 More coding style fixes because I suck at sed 2011-12-11 11:14:02 +01:00
Pierre Bourdon 014c474024 8 spaces indentation -> tabs 2011-12-11 11:08:18 +01:00
Ryan Houdek 1724385c8c Actually have Dual Source blending work for people. Forgot about this change. 2011-12-11 03:10:03 -06:00
Ryan Houdek 2907ffd72c Make this pretty 2011-12-10 15:58:44 -06:00
Ryan Houdek c678172f32 Make sure our UBO buffers are always aligned correctly. 2011-12-10 15:52:20 -06:00
Ryan Houdek 97c3c156e6 Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs. 2011-12-10 15:40:10 -06:00
Ryan Houdek c72a244809 Make sure to support everything even if GPU doesn't. 2011-12-10 14:35:37 -06:00
Ryan Houdek 5925feb6e0 yay, UBOs work 100% now. 2011-12-10 08:07:13 -06:00
Ryan Houdek 7ab38cff68 UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now. 2011-12-10 07:38:30 -06:00
Ryan Houdek 49664bff61 More for Billiard <3 2011-12-10 02:02:22 -06:00
Ryan Houdek 24336171f1 Firin ma lazer 2011-12-10 01:57:27 -06:00
Ryan Houdek 126dfa073b Firin ma lazer 2011-12-10 01:56:37 -06:00
Ryan Houdek 54a90d08ce Fix one error. 2011-12-09 21:15:15 -06:00
Ryan Houdek e8087aa1a9 Remove bSupportsGLSLLocation since it won't work how I expect it. 2011-12-09 19:14:02 -06:00
Ryan Houdek 8e5bb59cb6 Add in UBOs, doesn't work yet. Still debugging here. 2011-12-09 17:30:05 -06:00
Ryan Houdek 0ccba2b581 Support Dual Source Blending in OGL plugin with GLSL. 2011-12-08 05:09:48 -06:00
Ryan Houdek cecc3c3873 Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now. 2011-12-08 03:20:31 -06:00
Ryan Houdek 1201988fe4 Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating. 2011-12-08 01:51:08 -06:00
Ryan Houdek f77d54ff52 Welp, just fixed that problem. 2011-12-07 23:23:00 -06:00
Ryan Houdek 4c136c4efc Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that. 2011-12-07 23:20:55 -06:00
Ryan Houdek ed18b82d2f This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now. 2011-12-07 22:11:41 -06:00
Ryan Houdek 33c24f0a15 Almost there. 2011-12-07 22:04:34 -06:00
Pierre Bourdon 252093295b Do not fail with strict drivers when compiling a not SM2.0 shader
To enforce SM2.0 compatibility, the OpenGL plugin was made to crash when
compiling a shader which does not fit in the SM2.0a limits. However, on some
combinations of OS/drivers/GPU, our shaders already do not fit in these limits,
causing artificial failures only to try to keep a non existant SM2.0a compat.
Basically, this sucks.

This commit increases the artificial limit to SM3.0. If you're using a GPU
which does not support SM3.0 and Dolphin works properly, this should not cause
any problem at all.
2011-12-03 23:24:10 +01:00
Ryan Houdek 804938e9fc More stuff 2011-12-02 20:17:26 -06:00
Ryan Houdek 8a18a110b7 mah 2011-12-02 18:46:07 -06:00
Ryan Houdek 6882e00d5e Compile 2011-12-02 18:31:06 -06:00
Ryan Houdek 49b6e4beed meh 2011-12-02 18:26:15 -06:00
Jordan Woyak 575814895c Merge branch 'clearscreen-kill-immediate-mode' 2011-12-01 20:16:23 -06:00
Ryan Houdek f8eb45637f Now CG plays nice with this new stuff. 2011-12-01 00:33:12 -06:00
Ryan Houdek b20176b74f Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-11-30 22:02:25 -06:00
Maarten ter Huurne 98981cc724 Fixed EFB cache index computations in OpenGL renderer.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-12-01 02:46:59 +01:00
Jordan Woyak 4fcd6994c6 fix wireframe setting toggling 2011-11-29 22:21:43 -06:00
Jordan Woyak 0dfca1cf2b remove now unnecessary glPolygonMode from ResetAPIState 2011-11-29 22:02:18 -06:00
Jordan Woyak 88700e817a make OpenGL ClearScreen use glClear 2011-11-29 21:50:31 -06:00