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86316ee42c
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spritebatch affine draw command
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2024-09-21 20:05:53 +10:00 |
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b5b3e4cb16
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spritebatch viewport changes
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2024-09-21 19:35:01 +10:00 |
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9640a4042f
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rotating flip flags
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2024-09-21 10:21:26 +10:00 |
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1f5c59fe77
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first round of spritebatch improvements
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2024-09-14 15:14:44 +10:00 |
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93d7b4e08a
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fix(ios): detect availability of storageModeManaged
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2024-09-13 21:50:32 -04:00 |
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79013c24c4
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initial sprite batch implementation & testbed
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2024-09-13 18:59:14 +10:00 |
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d7cb051fb7
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split core renderer stuff into metal subfolder
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2024-09-12 11:37:08 +10:00 |
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667201fe49
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renderer: internal support for blend modes
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2024-09-10 10:38:27 +10:00 |
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935aa3e765
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refactor chunk rendering and fix chunk rendering precision loss at large positions
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2024-09-09 02:21:15 +10:00 |
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2a11080eba
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move some shared binds to a setup stage
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2024-09-06 23:54:23 +10:00 |
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34ec6f71eb
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model batch untz untz untz
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2024-09-06 23:07:53 +10:00 |
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57b97148a4
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initial modelbatch
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2024-09-06 06:37:19 +10:00 |
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224bb6616c
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Official iOS/iPadOS/visionOS/tvOS support
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2024-09-03 05:39:45 -04:00 |
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60e6059d61
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hopefully more robust platform detection
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2024-09-03 02:52:03 +10:00 |
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83c85126e7
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use instance buffer storage mode most appropriate for the hardware
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2024-09-03 02:08:12 +10:00 |
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427116e6bc
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use private storage for mesh buffers
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2024-09-03 02:03:38 +10:00 |
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42244456c9
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restore halfs in shader
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2024-09-02 19:06:16 +10:00 |
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4209a925c4
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RIP to Float16, it's sad that Intel doesn't support you.
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2024-09-02 19:03:12 +10:00 |
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5f372a9398
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initial chunk render caching
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2024-09-01 23:34:32 +10:00 |
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da26773221
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prep for chunk meshing
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2024-09-01 21:16:05 +10:00 |
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503c48404c
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project mouse into view when clicking w/ mouse unlocked
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2024-08-28 02:28:24 +10:00 |
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8de398ce13
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avoid unnecessary conversion of colours between half4 to float4 and back again
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2024-08-25 15:14:00 +10:00 |
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428b142bf2
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un-hardcode various render properties (environment, material)
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2024-08-25 14:49:07 +10:00 |
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