Commit graph

11 commits

Author SHA1 Message Date
Jelle Raaijmakers
e2f79c8b5f LibGL: Implement glTexEnvi 2022-01-11 23:47:42 +01:00
Jelle Raaijmakers
ccf6769d95 LibGL: Stub more API calls
These stubs are largely implemented the same: their API is exposed, but
they print to the debug console and sometimes `TODO()`. These changes
allow GLU and Tux Racer to build.

Methods stubbed:

* `glTexImage1D`
* `glTexImage3D`
* `glTexCoord2d(v)`
* `glNormalPointer`
* `glTexGen(d|f|i)`
* `glTexGenfv`
2021-12-27 11:58:43 +01:00
Jelle Raaijmakers
dae63352a3 LibGL: Implement glGetTexLevelParameteriv 2021-12-27 11:58:43 +01:00
Jelle Raaijmakers
6643775999 LibGL: Add stub for glCopyTexImage2D 2021-12-12 21:51:08 +01:00
Stephan Unverwerth
e7d3483618 LibGL: Implement glTexSubImage2D 2021-09-02 21:00:24 +04:30
Stephan Unverwerth
b54573739c LibGL: Implement glTexEnvf
This controls how fetched texels are combined with the color that was
produced by a preceding texture unit or with the vertex color if it is
the first texture unit.

Currently only a small subset of possible combine modes is implemented
as required by glquake.
2021-08-26 19:54:31 +02:00
Stephan Unverwerth
b9523e15df LibGL: Implement glTexParameter{i,f}
This currently only implements a subset of this function.
Namely setting wrap, mag and min modes for the GL_TETXURE_2D target.
2021-08-12 18:58:41 +02:00
Jesse Buhagiar
573c1c82f7 LibGL: Implement glActiveTexture 2021-05-31 14:59:47 +01:00
Stephan Unverwerth
755393e684 LibGL: Implement glBindTexture()
Textures are now initialized with a nullptr upon generation.
They are only actually created once they are bound to a target.
Currently only the GL_TEXTURE_2D target is supported.
The software rasterizer now allows rendering with or without
a bound TEXTURE_2D.
2021-05-30 00:32:37 +01:00
Jesse Buhagiar
4f324ba4d7 LibGL: Implement Texture State Management
Some very primitive Texture State management. Data can now be
uploaded to textures.
2021-05-26 16:36:53 +04:30
Jesse Buhagiar
21dff6d40b LibGL: Add Texture Name Allocation
Texture names can now be allocated via
`glGenTextures` and deallocated via `glDeleteTextures`.
2021-05-26 16:36:53 +04:30