Hajime Hoshi
c59bcbdb5b
Revert "internal/graphicscommand: add graphics.MaxVertexFloatCount and use it instead of IndicesCount"
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This reverts commit 54e2790a06
.
Reason: test failures on browsers:
`GOOS=js GOARCH=wasm go test . -shuffle=1679547510163000000` failed
https://github.com/hajimehoshi/ebiten/actions/runs/4497182906/jobs/7912544699
2023-03-23 14:15:04 +09:00
Hajime Hoshi
54e2790a06
internal/graphicscommand: add graphics.MaxVertexFloatCount and use it instead of IndicesCount
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Updates #2460
2023-03-23 13:49:05 +09:00
Hajime Hoshi
3f2ac129d2
internal/graphicscommand: refactoring: remove unnecessary restrictions for indices
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Updates #2460
2023-03-23 13:28:11 +09:00
Hajime Hoshi
90723025cc
internal/graphicsdriver/directx: reuse vertices/indices buffers whenever possible
2023-03-23 11:34:39 +09:00
Hajime Hoshi
e5525a04d5
internal/graphicsdriver/directx: refactoring: remove usages of graphics.IndicesCount
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Updates #2460
2023-03-23 11:25:29 +09:00
Hajime Hoshi
a19ff07130
internal/graphicsdriver/opengl: bug fix: potential infinite loop
2023-03-23 02:47:23 +09:00
Hajime Hoshi
c27d191dd5
update purego to v0.4.0-alpha.1
2023-03-23 00:29:05 +09:00
Hajime Hoshi
ad90ae3475
internal/graphicsdriver/directx: refactoring
2023-03-22 21:52:14 +09:00
Hajime Hoshi
034f9c2db8
internal/graphicsdriver/opengl: reland: refactoring: remove usages of graphics.IndicesCount
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Updates #2460
2023-03-22 20:13:29 +09:00
Hajime Hoshi
61ee811579
internal/graphicsdriver: define Resetter
2023-03-22 18:35:46 +09:00
Hajime Hoshi
8cbf545e0f
internal/graphicsdriver/opengl: revert commits for graphics.Indices
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This change reverts these commits:
* 13d3a0487b
* 4cd98d512e
Reason: this caused crashes on Android.
Updates #2460
Closes #2610
2023-03-22 17:28:45 +09:00
Hajime Hoshi
13d3a0487b
internal/graphicsdriver/opengl: refactoring: remove usages of graphics.IndicesCount
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Updates #2460
2023-03-22 13:33:34 +09:00
Hajime Hoshi
4cd98d512e
internal/graphicsdriver/opengl: refactoring
2023-03-21 23:06:49 +09:00
Hajime Hoshi
23e90b7e39
internal/graphicsdriver/opengl: refactoring
2023-03-20 22:48:20 +09:00
Hajime Hoshi
8b267265ed
ebiten: update comments
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Updates #2171
2023-03-20 11:04:58 +09:00
Hajime Hoshi
ffef8b433f
ebiten: add comments at ColorScale.Scale
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Updates #2171
2023-03-20 10:55:53 +09:00
Hajime Hoshi
ae625255f2
ebiten: add TestImageTooManyDrawImage2
2023-03-20 02:03:57 +09:00
Hajime Hoshi
8ae6ea5ff6
internal/graphicsdriver/opengl: update comments
2023-03-20 01:42:54 +09:00
Hajime Hoshi
6a9972b085
ebiten: update documents
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Updates #2191
2023-03-19 15:30:23 +09:00
Hajime Hoshi
cbff3555db
internal/graphicsdriver/opengl: drop WebGL 1 support
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Closes #2191
2023-03-18 22:50:09 +09:00
Hajime Hoshi
280b4ff18a
ebiten: update comments for ColorM
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Updates #2171
2023-03-18 11:24:16 +09:00
Hajime Hoshi
a9464c7d71
vector: bug fix: compile error for tests
2023-03-18 11:13:21 +09:00
Hajime Hoshi
34b8c5483a
ebitenutil: use vector's functions again but with anti-alias false
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This is basically a revert for bf63d2310d
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As anti-alias options are added to the vector package's functions, we
should be able to emulate the same thing without performance penalty.
Updates #2605
Updates #2606
2023-03-18 11:09:37 +09:00
Hajime Hoshi
8bd7ce5c20
vector: add anti-alias options to the utility functions
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Closes #2606
2023-03-18 11:01:48 +09:00
Hajime Hoshi
f66ed646bd
ebitenutil: add comments and use ColorScale
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Updates #2605
2023-03-18 10:42:44 +09:00
Hajime Hoshi
bf63d2310d
ebitenutil: revert the implementation of Draw* functions
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Using vector functions caused unexpected increase of draw calls.
Revert the Draw* functions to use regular DrawImage/DrawTriangles.
Closes #2605
2023-03-18 10:27:26 +09:00
Hajime Hoshi
22dfdfc418
internal/gamepad: bug fix: possible crash at iterating gamepads
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Closes #2603
2023-03-17 11:40:24 +09:00
Hajime Hoshi
c77673d96d
release v2.6.0-alpha
2023-03-15 12:56:27 +09:00
Hajime Hoshi
faca493fbc
go generate
2023-03-15 03:18:28 +09:00
Hajime Hoshi
e4aace6c40
examples/blend: shrink the window for small displays
2023-03-14 22:21:35 +09:00
Hajime Hoshi
3951df05c8
examples/audiopanning: fix the initial panning
2023-03-14 21:30:55 +09:00
Hajime Hoshi
84a86c86e4
examples/blend: disable resizing the window
2023-03-14 21:22:27 +09:00
Hajime Hoshi
ac370d3678
update Oto
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Updates hajimehoshi/oto#207
2023-03-14 20:59:49 +09:00
Hajime Hoshi
39aaf7fe37
ebiten: update comments
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Updates #2601
2023-03-14 13:07:40 +09:00
Hajime Hoshi
b1048025d9
ebiten: separate graphics.go into compositemode.go and it
2023-03-14 00:45:10 +09:00
Hajime Hoshi
1656c47abf
internal/ui: bug fix: hiding a window decoration at initialization doesn't work on macOS
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Closes #2600
2023-03-14 00:27:57 +09:00
Hajime Hoshi
3bcac70d1c
internal/graphicsdriver/metal: add comments
2023-03-13 22:21:55 +09:00
Hajime Hoshi
e93bcd9e55
internal/ui: bug fix: needed to wait for swapping buffers before entering fullscreen
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Closes #2599
2023-03-13 21:40:40 +09:00
Hajime Hoshi
65fb9d56ba
internal/graphicsdriver/metal: refactoring
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Updates #2599
2023-03-13 21:29:42 +09:00
Hajime Hoshi
903b5ab046
examples/blend: clean up
2023-03-13 02:11:05 +09:00
Hajime Hoshi
80cbf7cbae
examples: bug fix: wrong sample rate
2023-03-13 00:23:57 +09:00
Hajime Hoshi
597fe171a4
examples/additive: remove examples/additive
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This is duplicated with examples/blend.
2023-03-12 23:44:53 +09:00
divVerent
10c1b56e62
cmd/ebitenmobile: fix Xbox-ish gamepad axis assignment ( #2596 )
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This commit mirrors https://github.com/libsdl-org/SDL/pull/7405
(6f1f586086
).
Note that for SDL, this code is used a lot less than for Ebitengine, as SDL
mostly migrated to HIDAPI and direct USB device access rather than using
Android's APIs. For Bluetooth devices, however, the Java APIs are used the
same way.
This was the remaining problem to be solved to automatically support standard
layout on most standard gamepads (this should cover most Xbox-ish and PS-ish
gamepads on the market).
In particular this covers gamepads with the following assignment:
- Left stick = X/Y, right stick = Z/RZ, triggers = LEFTTRIGGER/RIGHTTRIGGER
(which basically is what Android docs say and some PS gamepads do)
- Left stick = X/Y, right stick = RX/RY, triggers = Z/RZ
(Xbox gamepad style, apparently)
- Left stick = X/Y, right stick = RX/RY, triggers = LEFTTRIGGER/RIGHTTRIGGER
(Not sure if this exists, but it's conceivable)
As we found on the SDL pull request discussion, gamepads that offer flight
controls (e.g. THROTTLE and RUDDER) will likely not work well, before and
after this change.
Closes #2557
2023-03-12 22:32:30 +09:00
Hajime Hoshi
36e2d0ec40
internal/graphicsdriver/metal: bug fix: a path for CoreGraphics.framework didn't work
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Closes #2595
2023-03-10 23:24:06 +09:00
Hajime Hoshi
f9f1736a4b
update dependencies
2023-03-10 22:37:55 +09:00
Hajime Hoshi
84146510ce
internal/restorable: refactoring
2023-03-10 22:29:59 +09:00
Hajime Hoshi
46173ffec6
internal/restorable: refactoring
2023-03-10 01:57:07 +09:00
Hajime Hoshi
8f2097d55e
internal/restorable: reduce more duplicated regions
2023-03-09 23:17:02 +09:00
Hajime Hoshi
f3b49e6543
internal/restorable: reduce more duplicated regions
2023-03-09 22:57:57 +09:00
Hajime Hoshi
66db13ef74
internal/restorable: add tests
2023-03-09 21:54:41 +09:00