| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Oopsies.
|
| |
|
| |
|
|
|
|
| |
*Much* cheaper to do this per-vertex than per-fragment.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Create a new bounding box each time the compiled path is reset to
avoid all paths sharing, and clobbering, the same rect object.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
If models don't specify their own textures, use noop textures as
appropriate.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Just a dumb thing I added when I was first trying to add glTF support
and didn't really know what I wsas doing.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Not doing so allows for high dynamic range color manipulation.
|
| |
|
| |
|
| |
|