Convert SDLTexture glyphs to static textures
Revert "Split glyph surface creation and pixel upload"
Revert "Glyphs now regenerate with the rest of the game's textures"
Fix the MSVC2003 build, and add RestoreTextScript to the...
Make the surface_metadata struct match the original
Glyphs now regenerate with the rest of the game's textures
Split glyph surface creation and pixel upload
Backend_SupportsSubpixelGlyph -> Backend_SupportsSubpixelGlyphs
Pretty sure these #includes aren't needed
Added enums for the surface types
Ported the Windows version's surface regeneration
Render backend API simplification part 4: OpenGL3
Render backend simplification part 3: SDLTexture
Render backend API simplification part 2: SDLSurface
Renderer backend simplification part 1: Draw.cpp and Software.cpp
Fix building the OpenGL3 with the Makefile
Allow third-party in-source files to go in the external folder
Rendering backend API naming improvements
Backend_Blit always uses a colour key
OpenGL: Remove SetFramebufferTarget
Back to OpenGL 3.2 (I really want the core profile)
Implement vertex batching in the OpenGL renderer
Sod it, fall back on compatibility mode if it's available
Use orphaning to slightly speed up rendering GPU-side
Use an appropriate usage specifier for glBufferData
Call glFramebufferTexture2D as rarely as possible
Make the ShiftJIS->Unicode translation table *slightly* less ugly
Move the font gamma-correction up to Font.cpp
Add subpixel font rendering to the OpenGL backend
Correct the rendering backend glyph API, and add a missing #include
Add missing #includes to rendering backends
Updated local copy of Freetype to 2.10.1
OpenGL: Use a struct for defining 2D coordinates
OpenGL: Only enable blending for glyphs
Remove more redundant OpenGL code
Put OpenGL in 'forward-compatible' mode
Clean up OpenGL error callback print
Change references to OpenGL 2.1 to 3.2
Migrated OpenGL backend to OpenGL 3.2
Move away from Legacy OpenGL shader variables
Disable texture coordinates entirely when colour-filling
No more Legacy OpenGL ModelView matrix
Use triangle fans instead of quads
Remove some vestigal matrix code
Fix Makefile when building SDLSurface backend
Use specialised shaders for everything
This shouldn't be needed anymore
Made the OpenGL 2.1 backend use custom shaders
Change colour_buffer assignments
Change colour_buffer to unsigned bytes instead of floats
Use GL_LUMINANCE_ALPHA instead of GL_ALPHA
Switch OpenGL 2.1 backend to use vertex arrays
Free the string returned by SDL_GetBasePath
Use GLEW to check if OpenGL 2.1 is supported
Note the new dependency on GLEW
Fix the Texture backend not rendering text the accurate buggy way
Added sanity checks to the backends
More efficient OpenGL font loading
Move the SDL_Window creation to the rendering backends
Update CMakeLists.txt, the Makefile, and the readme
Backport OpenGL2 fixes from the enhanced branch
Document a "bug" in the SDL_Texture backend
Font refactor part 5: Sigil (optimised software renderer)
Font refactor part 4: Thy Flesh Co- I mean, OpenGL
Font refactor part 3: SDL_Texture
Font refactor part 2: SDL_Surface
Apply some surface ID constants
A fix, some documentation, and cleanup
Change the renderer backend API for uploading pixels
...Actually add the SDL_Surface renderer file
Add an SDL_Surface-based renderer