source: trunk/src

Revision Log Mode:


Copied or renamed
Diff Rev Age Author Log Message
(edit) @799   10 years sam shader: check that the shader really failed to compile before …
(edit) @798   10 years sam core: fix a typo in the Win32 timer code.
(edit) @796   10 years sam gl: use Glew if available.
(edit) @792   10 years sam tiler: ensure AddTile() and BlitTile() accept vec3i arguments.
(edit) @790   10 years sam tileset: replace the Tiler ID system with real TileSet objects. The …
(edit) @789   10 years sam core: Dict::RemoveSlot can now directly remove an Entity.
(edit) @787   10 years sam tiler: Tiler::GetSize can now return a different value for different tiles.
(edit) @784   10 years sam video: move the last shader from the Video class to Scene itself.
(edit) @783   10 years sam build: put debug stuff and shader stuff in subdirectories.
(edit) @782   10 years sam build: check for glBegin, which we won't end up using anyway.
(edit) @781   10 years sam sdl: fix touchscreen event handling by first applying mouse moves, …
(edit) @780   10 years sam android: compilation fixes for recent engine changes.
(edit) @779   10 years sam debug: add GLSL 1.20 and 1.30 shaders to the debug quad.
(edit) @778   10 years sam shader: check CRC before patching the shader and fix vertex shaders …
(edit) @777   10 years sam debug: convert debug quad shaders to GLSL 1.30.
(edit) @776   10 years sam shader: support most standard parameters in the shader patcher.
(edit) @775   10 years sam shader: write a minimalist shader patcher for future GLSL 1.20 …
(edit) @774   10 years sam debug: more complex vertex buffer test.
(edit) @773   10 years sam debug: add vertex shader examples to the debug quad.
(edit) @772   10 years sam debug: display larger debug quads to avoid wasting space.
(edit) @771   10 years sam debug: more debug quad tests, 1.20 shaders.
(edit) @770   10 years sam test: start writing really minimalist GL rendering tests.
(edit) @768   10 years sam core: add the unary minus operator to vectors.
(edit) @765   10 years sam timer: avoid useless system calls in the Timer constructor.
(edit) @764   10 years sam debug: re-add old fixed pipeline code to the debugquad.
(edit) @763   10 years sam ps3: fix a bug in the timer code.
(edit) @761   10 years sam core: don't explicitly use std:: prefix when the platform may not …
(edit) @760   10 years sam gl: force version 1.30 for all shaders.
(edit) @758   10 years sam ps3: start a minimal PS3 port using PSGL, but not CG yet.
(edit) @757   10 years sam math: implement vector comparisons and add minimal unit tests for this …
(edit) @755   10 years sam video: get rid of Video::GetWidth() and Video::GetHeight().
(edit) @753   10 years sam video: implement Video::GetSize() in addition to GetWidth() and …
(edit) @749   10 years sam ui: add a Platform class to query information about the current …
(edit) @748   10 years sam core: fix include guard naming scheme.
(edit) @747   10 years sam video: play with random dithering.
(edit) @745   10 years sam video: enforce shader-enabled GL implementations, getting rid of a lot …
(edit) @744   10 years sam android: use GLES2 instead of GLES.
(edit) @742   10 years sam video: make the dithering shader work with GLES2.
(edit) @741   10 years sam video: fix a syntax error in the default vertex shader.
(edit) @736   10 years sam video: 8×8 Bresenham dithering (still deactivated).
(edit) @735   10 years sam core: get rid of now useless <cstdio> includes.
(edit) @734   10 years sam core: create a logger class to reduce printf usage.
(edit) @730   10 years sam video: add deactivated shader code for 4x4 Bayer dithering.
(edit) @729   10 years sam core: fix uninitialised WorldEntity members.
(edit) @728   10 years sam gl: reactivate depth test and blending on GLES 1.x.
(edit) @727   10 years sam android: enforce fullscreen on Android until we have several layouts.
(edit) @726   10 years sam ios: get texture loading to work, somehow.
(edit) @725   10 years sam ios: texture loading test.
(edit) @724   10 years sam gl: use glActiveTexture() instead of glClientActiveTexture() to match …
(edit) @723   10 years sam core: fix a few compilation errors and warnings on OS X.
(edit) @719   10 years sam android: JNI hooks for single touch input.
(edit) @714   10 years sam android: move the PNG loading test into the Image class. It now works.
(edit) @712   10 years sam android: Add a method for PNG loading. Highly hackish for now.
(edit) @710   10 years sam android: Use thiz instead of that in JNI code.
(edit) @709   10 years sam No longer use DebugQuad() in the AndroidApp, we now know it works.
(edit) @708   10 years sam Basic utility function to display matrices.
(edit) @707   10 years sam Work around a bug in the Android emulator that doesn't let us query …
(edit) @706   10 years sam Add AndroidAdd to the VCS. Far from being usable for now.
(edit) @705   10 years sam Various changes to the Scene class. Not sure what's useful.
(edit) @704   10 years sam Use glClientActiveTexture() wherever it appears to make sense.
(edit) @703   10 years sam Add transparency to DebugQuad and ensure it gets rendered over everything.
(edit) @702   10 years sam The DebugQuad object now rotates with time.
(edit) @701   10 years sam Add texturing support to DebugQuad. Works with OpenGL (fixed pipeline …
(edit) @699   10 years sam Add a DebugQuad class for simple feature testing.
(edit) @698   10 years sam Enable GL_TEXTURE_2D in the Scene class instead of Video.
(edit) @697   10 years sam Remove the Android hack, we can control it from the NDK build scripts.
(edit) @696   10 years sam Merge all debug entity includes in <loldebug.h>.
(edit) @692   10 years sam Define a few user profilers.
(edit) @691   10 years sam Fix delete/free confusions in EglApp and SdlApp.
(edit) @690   10 years sam Create a fake Image if SDL_image is not available, so that we can test …
(edit) @689   10 years sam Use the new Image class instead of SDL_image in the TileSet class.
(edit) @688   10 years sam Add the Image class for better abstraction.
(edit) @687   10 years sam Remove the old and ugly Font macro diversion.
(edit) @686   10 years sam Put everything in the "lol" namespace. Better late than never.
(edit) @683   10 years sam Try to fix GLES 2 rendering. No luck so far.
(edit) @682   10 years sam Add preliminary support for EGL applications.
(edit) @681   10 years sam Set the default background color to something recognisable.
(edit) @680   10 years sam Create the SdlApp class to avoid code duplication. Ensure USE_SDL is …
(edit) @675   10 years sam Fix the GLESv2 rendering.
(edit) @674   10 years sam The engine now builds for GL and GL ES 1.x and 2.x, and runs for each …
(edit) @673   10 years sam Put the OpenGL header handling in <lolgl.h> for more convenience.
(edit) @672   10 years sam Fix a memory leak in the vertex array buffer handling.
(edit) @671   10 years sam Fix numerous resource leaks in scene.cpp.
(edit) @670   10 years sam Cache shader source CRCs to avoid costly recompilations.
(edit) @669   10 years sam Implement CRC32 in the new Hash class. Will be useful for Dict and for …
(edit) @668   10 years sam Protect the Shader constructor and provide a static creation method …
(edit) @667   10 years sam Minor GL code reorganisation and simplification.
(edit) @666   10 years sam Experimental GL mode works!
(edit) @665   10 years sam OpenGL code refactoring.
(edit) @664   10 years sam Get rid of float3, float4, int3 etc. in favour of GLSL types.
(edit) @663   10 years sam Implement +=, -= and *= for matrices and vectors. Add new types, …
(edit) @662   10 years sam Merge more code from the experimental MVP refactor into the old GL code.
(edit) @661   10 years sam Implement float4x4::rotate().
(edit) @660   10 years sam Implement float4x4::ortho() and float4x4::translate().
(edit) @659   10 years sam Try to factor all the recent GLSL stuff in the new Shader class.
(edit) @658   10 years sam Get rid of the SHADER_CRAP macro and use LOL_EXPERIMENTAL instead, …
(edit) @657   10 years sam Clean up stuff in the shader crap.
(edit) @656   10 years sam More shader crap. Texture coordinates now work. Still disabled.
(edit) @655   10 years sam Fix a nasty bug in the float4x4::frustum() computation.
(edit) @654   10 years sam More shader crap. We can now display a coloured quad. Still disabled.
Note: See TracRevisionLog for help on using the revision log.