b24fe3dd20
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
44 lines
660 B
C++
44 lines
660 B
C++
#ifndef CONTEXT_EGL_H
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#define CONTEXT_EGL_H
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#include <wrl.h>
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#include "os/os.h"
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#include "EGL/egl.h"
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#include "error_list.h"
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#include "drivers/gl_context/context_gl.h"
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using namespace Windows::UI::Core;
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class ContextEGL : public ContextGL {
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CoreWindow^ window;
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EGLDisplay mEglDisplay;
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EGLContext mEglContext;
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EGLSurface mEglSurface;
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EGLint width;
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EGLint height;
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public:
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virtual void release_current();
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virtual void make_current();
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virtual int get_window_width();
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virtual int get_window_height();
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virtual void swap_buffers();
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virtual Error initialize();
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void cleanup();
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ContextEGL(CoreWindow^ p_window);
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~ContextEGL();
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};
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#endif
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