source: trunk/src

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Diff Rev Age Author Log Message
(edit) @1945   8 years sam core: fix sorting of 2D scenes.
(edit) @1944   8 years sam android: fix a synchronisation issue between Java and the game thread.
(edit) @1943   8 years sam android: print thread ID with all messages.
(edit) @1942   8 years sam core: do not deregister Tilers from Sprites, it’s asymmetrical.
(edit) @1941   8 years sam core: port gradient shader to GL ES platforms.
(edit) @1940   8 years sam android: if current thread is unknown to the JVM, try to register it.
(edit) @1938   8 years sam build: some build system fixes.
(edit) @1937   8 years sam lolfx: names such as "x" or "bgra" are field selectors, but we must …
(edit) @1930   8 years sam lolfx: improve the LolFx compiler, including error reporting. We can …
(edit) @1928   8 years sam lolfx: use square brackets to indicate shader sections.
(edit) @1927   8 years sam gpu: sip an empty LolFx class that embeds the compiler.
(edit) @1926   8 years sam gpu: do not use GLEW on OS X until we are sure that the version we …
(edit) @1925   8 years sam build: "make generated" now recursively rebuilds all flex/bison targets.
(edit) @1924   8 years sam build: refactor lolfx build rule into common.am.
(edit) @1923   8 years sam build: add a common.am include file and a "make lolcheck" target that …
(edit) @1920   8 years sam core: use "f128" as the long double prefix for vectors, even if it's …
(edit) @1919   8 years sam core: implement Array::Resize() to forcibly set the size of an array.
(edit) @1910   8 years sam easymesh: use "ato" for torus, because "at" is already for triangle.
(edit) @1897   8 years sam input: some refactoring in the action bindings.
(edit) @1893   8 years sam math: refactor real number constant declarations so that they are only …
(edit) @1888   8 years lolbot fixed 23 files out of 277: - fixed 1270 CR characters - fixed 56 …
(edit) @1881   8 years sam gpu: fix a few minor compiler warnings.
(edit) @1879   8 years sam easymesh: minor torus mesh tweaks.
(edit) @1877   8 years sam debug: get rid of DebugSphere, it's totally obsoleted by EasyMesh.
(edit) @1875   8 years sam easymesh: first shot at a simple, flat shaded torus.
(edit) @1864   8 years sam gpu: do not try to call glVertexAttribIPointer if Glew did not find it.
(edit) @1849   8 years sam gpu: now shaders can only be created from a LolFx file.
(edit) @1848   8 years sam gpu: convert the gradient shader to a LolFx effect file.
(edit) @1847   8 years sam debug: get rid of quad.cpp, it's become useless.
(edit) @1846   8 years sam gpu: get rid of the inline 2D shader and create "tile.lolfx".
(edit) @1835   8 years sam easymesh: fix an data corruption with scaling along a single axis.
(edit) @1833   8 years touky
(edit) @1826   8 years sam gpu: increase default minimum shader model.
(edit) @1823   8 years sam gpu: use a valid default framebuffer color format on the PS3.
(edit) @1822   8 years sam debug: add minor debug messages to the ticker, ensure LOL_DEBUG and …
(edit) @1818   8 years sam core: revert unfinished commit that wasn't really interesting.
(edit) @1816   8 years sam ofsdiofisdoifods
(edit) @1815   8 years sam input: fix minor PS3 compilation error.
(edit) @1808   8 years sam build: fix shitloads of warnings.
(edit) @1807   8 years sam math: improve slerp implementation.
(edit) @1804   8 years Jnat Added test in slerp to avoid -1 quat members
(edit) @1803   8 years sam input: switch all key names to camel case, like our other enums.
(edit) @1799   8 years Jnat Added Slerp method to Quat
(edit) @1796   8 years sam math: add dot() for quaternions, plus the relevant unit test.
(edit) @1795   8 years touky Fixed Entity::TickGame log flood. Added BulletCharacterController.cpp …
(edit) @1794   8 years touky Input now works correctly
(edit) @1793   8 years elliotek optim radialJitter
(edit) @1792   8 years touky mieux la ?
(edit) @1791   8 years touky Windows.
(edit) @1789   8 years touky Added correct implementation of Action layer for Inputs. Useage : - …
(edit) @1788   8 years sam gpu: document and tweak some class declarations.
(edit) @1785   8 years touky Added InputTracker test initPhysTest
(edit) @1784   8 years elliotek EsayMesh : RadialJitter func & demo added
(edit) @1781   8 years sam gpu: explicitly create render targets on the Xbox 360.
(edit) @1775   8 years sam gpu: port FBO code to the Xbox360.
(edit) @1774   8 years sam gpu: finalise the framebuffer object Direct3D implementation.
(edit) @1773   8 years sam gpu: create the ShaderTexture class, replace Shader::SetTexture with a …
(edit) @1772   8 years sam gpu: remove support for the accumulation buffer, it's deprecated anyway.
(edit) @1771   8 years sam gpu: get rid of the glClearColor, glClearDepth and glClear calls in …
(edit) @1769   8 years sam easymesh: per-fragment lighting in the HLSL shader (PS3, Xbox 360).
(edit) @1768   8 years touky Added Attachment/base logic with working attachment with …
(edit) @1765   8 years sam easymesh: fragment-based lighting.
(edit) @1761   8 years sam gpu: on the PS3, use the OES version of the framebuffer GL calls.
(edit) @1753   8 years touky Build FIX .... again.
(edit) @1752   8 years touky Fixed build
(edit) @1751   8 years touky Added a skeleton for Input Tracking & base idea for Touch/untouch …
(edit) @1738   8 years sam easymesh: make hex colour command arguments case-insensitive.
(edit) @1733   8 years sam gpu: activate FBO support on Android.
(edit) @1731   8 years sam gpu: support framebuffer objects on OpenGL ES (depth buffer isn't …
(edit) @1724   8 years touky So Character Controller works with a lazy camera logic.
(edit) @1721   8 years sam scene: avoid doing hundreds of useless OpenGL calls if no 2D sprite is …
(edit) @1719   8 years sam easymesh: fix the non-uniform sphere scaling and enforce odd numbers …
(edit) @1718   8 years sam core: clamp deltatime to 15 fps to avoid erratic behaviour.
(edit) @1712   8 years sam build: split the D3d9 build flags into D3d9 and Xinput for situations …
(edit) @1710   8 years sam input: allow to easily track more than one input stick.
(edit) @1709   8 years sam input: switch SDL joystick handling mode to polling, because we won't …
(edit) @1705   8 years sam tutorial: test some advanced shapes for easymesh.
(edit) @1695   8 years sam android: simplify the logger code.
(edit) @1693   8 years sam easymesh: fix the specular highlight in the OpenGL shader.
(edit) @1692   8 years sam core: fix the X360 build by re-adding macro barriers I removed.
(edit) @1691   8 years sam build: tweak everything to allow building with SDL on the Raspberry Pi.
(edit) @1690   8 years sam gpu: try to patch some simple GLSL shaders on the fly so that they …
(edit) @1689   8 years sam core: better EGL error reporting.
(edit) @1688   8 years sam gpu: only unbind vertex attribs that we actually bound.
(edit) @1687   8 years sam easymesh: allow the shader to build on GL ES.
(edit) @1684   8 years sam build: switch the Android native build rules to autoconf; still a bit …
(edit) @1676   8 years sam core: make the IO thread exit cleanly.
(edit) @1675   8 years sam core: the IO thread tweak needn't be PS3-specific.
(edit) @1674   8 years sam gpu: don't forget to ask for a depth buffer on GL ES systems.
(edit) @1673   8 years sam core: remove debug code that caused all builds to fail.
(edit) @1671   8 years sam core: on the Raspberry Pi, use the proprietary graphics library …
(edit) @1667   8 years sam math: add an sprintf() method to real numbers, and ensure they are …
(edit) @1659   8 years sam build: add missing svn:ignore properties to keep rez happy.
(edit) @1653   8 years sam build: add libSDLmain.a binaries for GUI MinGW builds; the provided …
(edit) @1649   8 years sam core: fix the Windows and OS X builds with SDL.
(edit) @1647   8 years sam build: hide the SDL_main.h inclusion in core.h, and only activate it …
(edit) @1646   8 years sam core: on Windows, output log messages to the Visual Studio debug …
(edit) @1640   8 years sam core: fix shitloads of compiler warnings in the Bullet source code.
(edit) @1637   8 years sam core: display names for entities that forget to call Entity::Tick*.
(edit) @1621   8 years sam easymesh: set the capsule's main axis to Y, not Z.
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