- More work
- OpenAL now not using OpenTK and works on linux
- WIP: removing OpenTK (preparing all the required stuff)
- WIP GL
BROKEN HARD!! WIP: removing OpenTK dependency and staring using shaders to make it compatible with GL|ES for mobile and NaCl
STILL BROKEN HARD!! WIP: removing OpenTK dependency and staring using shaders to make it compatible with GL|ES for mobile and NaCl
STILL BROKEN HARD!! WIP: removing OpenTK dependency and staring using shaders to make it compatible with GL|ES for mobile and NaCl
STILL BROKEN HARD!! WIP: removing OpenTK dependency and staring using shaders to make it compatible with GL|ES for mobile and NaCl
- More work
- More work
- Small changes
- Big speedup on 3d games like Valhalla Knights (EUR) and Tales of Eternia minigames

- TODO: Still misses the optimization of just upload the raw vertex data to the gpu instead of a big structure of floats per vertex
- Per component GLBuffer, this should improve a bit the GPU performance. Still uploading floats per component and uint per index.
- Fix vertex shader
- Some improvements
- Added support for SMAA full screen anti-aliasing.
- Removed cscodec reference
- Added a form supporting CWCheat
- Support for automatic HQ2X textures
- Support for storing and loading texture mapping
- French translation by kalidor Issue #81
- Updated about form
- More work
- Start implementing logicops (and any custom blending)