ebiten/internal/graphicsdriver/opengl
Hajime Hoshi 1c980a16f5 graphicsdriver/opengl: Ignore non-existent uniform locations
Shader users should not have to care about the existence of uniform
variables.

Updates #1168
2020-05-27 11:39:11 +09:00
..
gl graphicsdriver/opengl: Enable to bind multiple textures (in theory) 2020-05-17 23:57:42 +09:00
bytes.go Add package graphicsdriver; Move opengl to graphicsdriver/opengl 2018-11-10 22:52:37 +09:00
context_desktop.go graphicsdriver/opengl: Ignore non-existent uniform locations 2020-05-27 11:39:11 +09:00
context_js.go graphicsdriver/opengl: Ignore non-existent uniform locations 2020-05-27 11:39:11 +09:00
context_mobile.go graphicsdriver/opengl: Ignore non-existent uniform locations 2020-05-27 11:39:11 +09:00
context.go Enable to compile Ebiten on js/wasm with Go 1.14 2019-12-19 00:45:53 +09:00
defaultshader.go driver: Add shader API and implement it on OpenGL 2020-05-23 22:09:12 +09:00
framebuffer.go graphicsdriver/opengl: Rename Driver -> Graphics 2020-04-04 17:23:38 +09:00
graphics_mobile.go graphicsdriver/opengl: Rename Driver -> Graphics 2020-04-04 17:23:38 +09:00
graphics.go driver: Use slices for uniform variables instead of maps 2020-05-26 23:50:11 +09:00
image.go driver: Add ImageID and use this 2020-05-20 00:11:08 +09:00
locationcache.go graphicsdriver/opengl: Use glBindAttribLocation instead of glGetAttribLocation 2019-02-16 14:35:53 +09:00
program.go graphicsdriver/opengl: Ignore non-existent uniform locations 2020-05-27 11:39:11 +09:00
shader.go graphicsdriver/opengl: Bug fix: fmt arguments 2020-05-25 02:36:45 +09:00
types.go Improve panic messages 2019-02-06 23:43:03 -10:00