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* rough color space conversion implementation.rodri2024-07-041-13/+5
| | | | | | | | colors are now properly processed in linear RGB space for lighting, shading and blending. sRGB is assumed for any texture sampled and the destination framebuffer. it's not perfect, but it does the job for now.
* add cubemaps.rodri2024-06-061-0/+102
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* make the fshader return a Color instead of a Memimage. clean things up.rodri2024-03-061-5/+11
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* add a texture sampler with nearest and bilinear routines.rodri2024-03-061-0/+104
pass the material reference along with the vertices. also implemented back-face culling, but it's disabled for now.