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Added support for custom shaders with the GPU renderer
Added an example of MSDF font rendering with the SDL 2D renderer
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@@ -39,7 +39,7 @@ add_library(sdltests_utils OBJECT
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)
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target_link_libraries(sdltests_utils PRIVATE SDL3::Headers)
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file(GLOB RESOURCE_FILES *.bmp *.wav *.hex moose.dat utf8.txt)
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file(GLOB RESOURCE_FILES *.bmp *.wav *.csv *.hex moose.dat utf8.txt)
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option(SDLTEST_TRACKMEM "Run tests with --trackmem" OFF)
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@@ -348,6 +348,7 @@ add_sdl_test_executable(testgl SOURCES testgl.c)
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add_sdl_test_executable(testgles SOURCES testgles.c)
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add_sdl_test_executable(testgpu_simple_clear SOURCES testgpu_simple_clear.c)
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add_sdl_test_executable(testgpu_spinning_cube SOURCES testgpu_spinning_cube.c)
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add_sdl_test_executable(testgpurender_msdf MAIN_CALLBACKS NEEDS_RESOURCES TESTUTILS SOURCES testgpurender_msdf.c)
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if(ANDROID)
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target_link_libraries(testgles PRIVATE GLESv1_CM)
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elseif(IOS OR TVOS)
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