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path: root/src/mbgl/renderer/paint_parameters.cpp
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* [core] RenderLayer::render(PaintParameters, RenderSource*) -> ↵upstream/mikhail_move_prepare_render_passMikhail Pozdnyakov2019-05-201-1/+1
| | | | render(PaintParameters)
* [core] Prepare render sources before render layers are initializedMikhail Pozdnyakov2019-05-201-13/+18
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* [core] add gfx::UploadPass, split startRender into prepare and uploadKonstantin Käfer2019-05-151-5/+3
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* [core] use unique IDs for DrawScopesKonstantin Käfer2019-05-151-1/+1
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* [core] render extrusions directly in the main framebufferKonstantin Käfer2019-05-081-2/+22
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* [core] change approach to stencil clipping to (almost) match JSKonstantin Käfer2019-04-291-9/+91
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* [core] introduce gfx::RenderPassKonstantin Käfer2019-04-051-0/+1
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* [core] move GLContextMode to RendererBackendKonstantin Käfer2019-04-051-2/+0
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* [core] refactor RendererBackendKonstantin Käfer2019-04-051-1/+1
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* [core] move debug groups to gfx::CommandEncoderKonstantin Käfer2019-04-051-0/+4
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* [core] Introduce variable text placement for point labels - Placement partMikhail Pozdnyakov2019-03-291-1/+3
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* [core] remove gl/context.hpp from more files, cast where necessaryKonstantin Käfer2019-03-201-1/+1
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* [core] move StencilMode to gfx namespaceKonstantin Käfer2019-03-011-6/+6
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* [core] move DepthMode to gfx namespaceKonstantin Käfer2019-03-011-4/+4
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* [core] move GL enum conversions to separate fileKonstantin Käfer2019-03-011-2/+2
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* [core] move ColorMode to gfx namespaceKonstantin Käfer2019-03-011-8/+8
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* [core] align raster imagery rendering to pixel rid to avoid blurrinessKonstantin Käfer2018-01-241-2/+6
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* [core] Remove dead codeChris Loer2017-11-171-2/+0
| | | | | | - CollisionTile - FrameHistory - PlacementConfig
* Preserve depth buffer between 3D layers + optimize render order (#9931)Lauren Budorick2017-09-211-0/+4
| | | Port of https://github.com/mapbox/mapbox-gl-js/pull/5101: adds a new render pass `Pass3D` before any other rendering wherein we render layers with 3D passes (fill-extrusion layers) to offscreen framebuffers, sharing a depth renderbuffer between those layers in order to render 3D space correctly. Those framebuffers are saved on the RenderLayers and copied back to the map during the translucent pass. Rendering to offscreen framebuffers before we do any clear + draw means we can avoid expensive framebuffer restores.
* [core] Merge RenderStyle into Renderer::ImplJohn Firebaugh2017-08-241-6/+7
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* [all] Merge View into RendererBackendJohn Firebaugh2017-07-261-2/+2
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* [core] Refactor Painter awayJohn Firebaugh2017-07-191-0/+93