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path: root/src/mbgl/renderer/buckets/fill_extrusion_bucket.hpp
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* [core] Introduce `LayerRenderData`. Source::update() accepts layer properties.Mikhail Pozdnyakov2019-04-171-2/+2
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* [core] Use `style::LayerProperties` in render layers, buckets and layouts.Mikhail Pozdnyakov2019-04-171-2/+0
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* [core] use abstract Context interface where possibleKonstantin Käfer2019-03-121-1/+1
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* [core] move VertexBuffer<> to gfx namespaceKonstantin Käfer2019-03-061-2/+2
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* [core] move IndexBuffer to gfx namespaceKonstantin Käfer2019-03-061-2/+2
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* [core] remove unused template parameter from gl::IndexBufferKonstantin Käfer2019-03-061-1/+1
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* [core] move VertexVector/IndexVector to gfx namespaceKonstantin Käfer2019-03-061-2/+2
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* [core] move draw mode and primitives to gfx namespaceKonstantin Käfer2019-03-011-2/+2
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* [core] extract attribute structs and gl::Vertex to separate namespaceKonstantin Käfer2019-03-011-1/+1
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* [core] Drop LayerTypeMikhail Pozdnyakov2019-01-041-7/+4
| | | | | Drop LayerType and its remaining usages. The generic code should be layer type agnostic.
* [core] Implement CrossFadedDataDrivenProperty to add support for feature ↵Molly Lloyd2018-08-311-2/+15
| | | | expressions in `*-pattern` properties
* [core] Use hand-rolled RTTIJohn Firebaugh2018-07-241-0/+5
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* [core] Eliminate Bucket::renderJohn Firebaugh2017-07-191-1/+0
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* [core] Rework attribute binding (again)John Firebaugh2017-07-121-2/+2
| | | | | | | | | | These changes are necessary for programs whose set of active attributes is not fixed at compile time by a template parameter pack, but rather varies based on the generated shader text at runtime. In such cases, the attribute location of a given named attribute may vary between instances of the same Program. Previously, attribute bindings were implicitly associated with a location based on template parameter order, and -1 was used to indicate an inactive attribute. This left us unable to disable the appropriate attribute when it went from active to inactive. Now, the state tracker for bindings explicitly associates locations and state, and an empty optional is used to indicate an inactive attribute. In addition, a gl::VertexArray class is now exposed, allowing more flexibility in the relationship between Programs, Segments, and attribute bindings. In this commit, that relationship does not change, but the subsequent commit adjusts it to match gl-js, reduce rebinds, and work around buggy VAO implementations. VertexArray uses a pimpl idiom in order to support implementations that lack the VAO extension. In that case, all VertexArrays share global binding state, reflecting the platform reality in the absence of VAOs, while still providing a uniform API.
* [core] Move renderer/* files into sub-folders (#8983)Asheem Mamoowala2017-05-121-0/+38
Move renderer/* files into sub-folders