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authorPhil Jones <philj56@gmail.com>2021-11-15 00:08:23 +0000
committerPhil Jones <philj56@gmail.com>2021-11-15 00:08:23 +0000
commit108df42e561b7e81ba09a8c278a562129e651bb6 (patch)
tree496e10b768ea44addfc403fb1634ccc2d7be62b9 /shaders/frag.frag
parentd65bdf025f9685f3b332aefffe6f8b5c8dbe8827 (diff)
Switch from subsurface setup to just one surface.
The subsurface was playing havoc with layer shell stuff, and I don't think any potential efficiency gain is worth the complicated code to work out how big the subsurface should be. Instead, the entry code now just draws directly onto the main surface. Damage information should be passed to glTexSubImage2D() in future, to avoid redrawing the entire window every keypress.
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