- 27 Feb, 2021 5 commits
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Seth Carter authored
s2dInstance stuff updated to use slTexRef See merge request !26
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Seth Carter authored
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Seth Carter authored
Additional slTexRef conversions, etc. See merge request !25
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Seth Carter authored
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Seth Carter authored
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- 22 Feb, 2021 5 commits
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Seth Carter authored
Resolve "Eliminate GC step for ref-counted resources" Closes #36 See merge request !23
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
Look up textures in the tree and get rid of the old list, and the allocator. Also, get rid of the slightly optimized but way more complicated "inline"/"extern" concept for images.
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- 21 Feb, 2021 11 commits
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
Fix use-after-free bug, which went unnoticed because it only seemed to be... See merge request !24
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Seth Carter authored
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Seth Carter authored
Fix use-after-free bug, which went unnoticed because it only seemed to be caught when running with GDB.
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
slTreeSet - remove function implemented, code added to keep track of counts (mainly for sanity checking to compare against Recount's return value)
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Seth Carter authored
Mirroring the factory-specific list manipulation needing to be synchronized during texture creation, make sure to also call the factory free function inside the mutex.
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Seth Carter authored
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- 18 Feb, 2021 4 commits
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
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- 16 Feb, 2021 9 commits
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Seth Carter authored
Resolve "Asynchronous model loading" Closes #15 See merge request !14
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Seth Carter authored
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Seth Carter authored
glFinish (not just Flush) before allowing textures to be used, also. Increment meshcount as each mesh is uploaded instead of waiting until the whole mesh is available to mark the model as ready to draw.
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Seth Carter authored
Got Slice3D uploading models via the BackgroundUploader for a significantly more fluid user experience while even huge models are uploading. One catch is that while buffer data can be uploaded in the UploadContext, vertex arrays aren't shared.
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
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Seth Carter authored
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- 15 Feb, 2021 6 commits
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Seth Carter authored
Moved more code off the main thread, but it turns out what takes the longest time is the GL calls to upload the data.
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Seth Carter authored
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Seth Carter authored
Keep track of which models were loaded from where, to avoid re-loading duplicates from the same file path.
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Seth Carter authored
Add new variant of slStrClone and slStrConcat that always allocate even for empty strings. Sure it may use memory sometimes when not absolutely necessary, but it cuts down on weird edge cases having to be handled by calling code.
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Seth Carter authored
Resolve "3D models with no texture coordinates don't render properly" Closes #43 See merge request !22
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Seth Carter authored
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