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@2216
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8 years |
touky |
New year copyright update.
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@2183
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8 years |
sam |
build: fix the WTFPL site URL in all code comments.
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@2085
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8 years |
sam |
build: fix PS3 and Linux compilation issues.
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@1772
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9 years |
sam |
gpu: remove support for the accumulation buffer, it's deprecated anyway.
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@1771
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9 years |
sam |
gpu: get rid of the glClearColor, glClearDepth and glClear calls in …
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@1513
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9 years |
sam |
core: replace usage of sin() or std::sin() with lol::sin() where …
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@1325
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9 years |
sam |
core: move some of the camera view logic from the Video class to the …
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@1303
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9 years |
sam |
gpu: temporarily enable alpha blending in the vertex buffer code.
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@1297
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9 years |
sam |
gpu: activate alpha blending on the Direct3D backend.
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@1236
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9 years |
sam |
gpu: replace exit(0) in D3D error checks with lol::Abort().
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@1233
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9 years |
sam |
gpu: add an Unbind() method for textures for clean up. Unfortunately …
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@1208
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9 years |
sam |
win32: start porting the graphical backend to DirectX 9. Apparently I …
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@1199
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9 years |
sam |
video: allow to set the default clear color.
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@1194
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9 years |
sam |
xbox: fix a few problems in the shader handling code; the first …
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@1189
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9 years |
sam |
build: major refactoring of the Win32 and Xbox project files; we now …
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@1179
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9 years |
sam |
win32: add a lot of DirectX stubs.
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@1173
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9 years |
sam |
xbox: start working on an Xbox/Direct3D port.
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@1108
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9 years |
sam |
gl: cache viewport size on all platforms, because we cannot query it …
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@1081
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9 years |
sam |
gl: fix long-standing bug where clear color didn't properly set
the …
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@1050
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9 years |
sam |
test: fix OS X compilation; we still need SDLmain.a on that platform.
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@1044
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9 years |
gary |
core: fix bugs in mat4::lookat() and mat4::perspective(), and ensure …
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@968
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9 years |
sam |
build: start adding Xbox 360 configuration settings to the VS projects.
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@960
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9 years |
sam |
osx: link with the proper OpenGL libraries on OS X.
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@939
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9 years |
sam |
build: stop defining ANDROID_NDK and check for ANDROID instead.
…
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@863
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10 years |
sam |
core: rename vec2i to ivec2 etc. to better match GLSL.
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@820
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10 years |
sam |
ps3: until we know how to retrieve and change the screen resolution …
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@808
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10 years |
sam |
gl: initialise Glew in the video setup instead of the SDL app, so we …
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@796
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10 years |
sam |
gl: use Glew if available.
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@784
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10 years |
sam |
video: move the last shader from the Video class to Scene itself.
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@780
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10 years |
sam |
android: compilation fixes for recent engine changes.
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@777
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10 years |
sam |
debug: convert debug quad shaders to GLSL 1.30.
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@771
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10 years |
sam |
debug: more debug quad tests, 1.20 shaders.
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@760
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10 years |
sam |
gl: force version 1.30 for all shaders.
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@758
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10 years |
sam |
ps3: start a minimal PS3 port using PSGL, but not CG yet.
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@755
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10 years |
sam |
video: get rid of Video::GetWidth() and Video::GetHeight().
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@753
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10 years |
sam |
video: implement Video::GetSize() in addition to GetWidth() and …
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@747
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10 years |
sam |
video: play with random dithering.
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@745
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10 years |
sam |
video: enforce shader-enabled GL implementations, getting rid of a lot …
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@742
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10 years |
sam |
video: make the dithering shader work with GLES2.
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@741
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10 years |
sam |
video: fix a syntax error in the default vertex shader.
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@736
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10 years |
sam |
video: 8×8 Bresenham dithering (still deactivated).
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@735
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10 years |
sam |
core: get rid of now useless <cstdio> includes.
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@730
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10 years |
sam |
video: add deactivated shader code for 4x4 Bayer dithering.
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@727
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10 years |
sam |
android: enforce fullscreen on Android until we have several layouts.
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@707
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10 years |
sam |
Work around a bug in the Android emulator that doesn't let us query …
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@698
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10 years |
sam |
Enable GL_TEXTURE_2D in the Scene class instead of Video.
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@686
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10 years |
sam |
Put everything in the "lol" namespace. Better late than never.
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@683
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10 years |
sam |
Try to fix GLES 2 rendering. No luck so far.
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@682
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10 years |
sam |
Add preliminary support for EGL applications.
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@681
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10 years |
sam |
Set the default background color to something recognisable.
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@675
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10 years |
sam |
Fix the GLESv2 rendering.
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@674
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10 years |
sam |
The engine now builds for GL and GL ES 1.x and 2.x, and runs for each …
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@673
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10 years |
sam |
Put the OpenGL header handling in <lolgl.h> for more convenience.
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@668
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10 years |
sam |
Protect the Shader constructor and provide a static creation method …
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@667
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10 years |
sam |
Minor GL code reorganisation and simplification.
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@666
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10 years |
sam |
Experimental GL mode works!
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@665
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10 years |
sam |
OpenGL code refactoring.
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@664
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10 years |
sam |
Get rid of float3, float4, int3 etc. in favour of GLSL types.
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@662
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10 years |
sam |
Merge more code from the experimental MVP refactor into the old GL code.
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@659
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10 years |
sam |
Try to factor all the recent GLSL stuff in the new Shader class.
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@658
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10 years |
sam |
Get rid of the SHADER_CRAP macro and use LOL_EXPERIMENTAL instead, …
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@657
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10 years |
sam |
Clean up stuff in the shader crap.
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@656
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10 years |
sam |
More shader crap. Texture coordinates now work. Still disabled.
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@654
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10 years |
sam |
More shader crap. We can now display a coloured quad. Still disabled.
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@653
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10 years |
sam |
More shader crap for GLSL 1.30. Still disabled.
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@615
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10 years |
sam |
Allow to specify FPS in the DebugRecord object.
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@221
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10 years |
sam |
Complete Lol Engine / Deus Hax / Monsterz split.
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@216
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10 years |
sam |
Fix compilation issue caused by WinDef.h defining "near" and "far" macros.
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@211
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10 years |
sam |
Put HUD objects back on front of the scene.
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@209
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10 years |
sam |
Implement Video::SetFov() to allow conic projection.
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@207
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10 years |
sam |
Proper depth buffer handling with minimal alpha support.
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@186
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11 years |
sam |
Support tilesets larger than 512x512 and switch the coordinates system …
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@150
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11 years |
sam |
Replace mouse scrolling with a joystick simulated by the e/s/d/f keys.
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@142
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11 years |
sam |
Disable depth test. We do our own management.
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@140
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11 years |
sam |
Implement Video::Capture and create a GROUP_RENDER_CAPTURE tick group.
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@139
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11 years |
sam |
Implement Video::GetWidth() and Video::GetHeight().
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@135
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11 years |
sam |
Better near/far values.
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@105
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11 years |
sam |
Create a helper class for easy scene setup. Highly reduces the number …
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