

@1518

8 years 
sam 
build: reorganise all the build stuff so that it lies in build/ and …



@1513

8 years 
sam 
core: replace usage of sin() or std::sin() with lol::sin() where …



@1512

8 years 
sam 
build: fix the PS3 port by using our trig.h everywhere instead of …



@1502

8 years 
sam 
core: fix a few build warnings and remove useless operators from the …



@1479

8 years 
sam 
build: simplify the .lolfx file compilation.



@1453

8 years 
sam 
build: remove \r from shader files before compilation.



@1426

8 years 
sam 
core: rename f64vec4 to dvec4 etc. for consistency with GLSL.



@1406

8 years 
sam 
gpu: start working on the LolFx format.



@1403

8 years 
sam 
build: ensure .lolfx.cpp files get cleaned up.



@1392

8 years 
sam 
misc: move more shaders to .lolfx files.



@1385

8 years 
sam 
gpu: allow to load a .lolfx file instead of all those shaders.



@1369

8 years 
sam 
math: replace len(vec) with length(vec) to match the GLSL naming.



@1326

8 years 
sam 
core: rename Array::Append() to Array::Push() for brevity and …



@1310

8 years 
sam 
core: tick methods now use seconds, like any sane system.



@1300

9 years 
sam 
core: prefix some member variables with m_ for clarity.



@1291

9 years 
sam 
build: fix the PS3 crossbuild; variable name expansion was causing …



@1269

9 years 
sam 
core: use operator<< instead of operator+= to append stuff to arrays, …



@1255

9 years 
sam 
tutorial: fix the inconsistent vertex counting.



@1248

9 years 
sam 
tutorial: get rid of a hardcoded value.



@1247

9 years 
sam 
gpu: abstraction class for index buffers; the cube tutorial no longer …



@1243

9 years 
sam 
core: add a simple Array template class.



@1242

9 years 
sam 
tutorial: some refactoring in the tutorials.



@1241

9 years 
sam 
gpu: fix a great lot of Direct3D problems, spotted using PIX.



@1238

9 years 
sam 
tutorial: use an interleaved vertex/color buffer.



@1236

9 years 
sam 
gpu: replace exit(0) in D3D error checks with lol::Abort().



@1233

9 years 
sam 
gpu: add an Unbind() method for textures for clean up. Unfortunately …



@1231

9 years 
sam 
gpu: move the platformspecific triangle drawing call to the …



@1229

9 years 
sam 
build: minor Windows compilation fixes.



@1228

9 years 
sam 
gpu: port the vertex buffer abstraction layer to OpenGL.



@1227

9 years 
sam 
gpu: implement vertex buffer streams for Direct3D. OpenGL is missing …



@1226

9 years 
sam 
gpu: refactor the vertex declaration code to allow several vertex streams.



@1224

9 years 
sam 
gpu: start working on a templatebased vertex buffer class.



@1218

9 years 
sam 
tutorial: fix a compilation error and remove now useless vector type casts.



@1216

9 years 
sam 
tutorial: fix the texture swizzling for the fractal viewer on Xbox 360.



@1215

9 years 
sam 
gpu: add support for integer uniforms and fix a few PS3 and Linux …



@1214

9 years 
sam 
win32: the uniform handling code was completely broken; we now …



@1213

9 years 
sam 
win32: add Direct3D texture creation code in the fractal zoomer. …



@1208

9 years 
sam 
win32: start porting the graphical backend to DirectX 9. Apparently I …



@1197

9 years 
sam 
tutorial: fix unbalanced parenthesis breaking compilation.



@1196

9 years 
sam 
tutorial: port the rotating cube tutorial to the Xbox 360 and
tweak …



@1194

9 years 
sam 
xbox: fix a few problems in the shader handling code; the first …



@1192

9 years 
sam 
test: fix uninitialised member variable.



@1189

9 years 
sam 
build: major refactoring of the Win32 and Xbox project files; we now …



@1179

9 years 
sam 
win32: add a lot of DirectX stubs.



@1178

9 years 
sam 
win32: a few compilation fixes, including GDI+ linking properly now.



@1172

9 years 
sam 
test: fix logic bugs in two tutorials.



@1162

9 years 
gary 
win32: various compilation fixes, mostly project updates, but also a …



@1147

9 years 
sam 
test: that cast was necessary, after all…



@1145

9 years 
sam 
test: remove a useless cast.



@1144

9 years 
sam 
threads: change Queue to a template so that we can manage the element type.



@1136

9 years 
sam 
math: try to implement the magic getter/setter pattern. BREAKS BUILD.



@1135

9 years 
sam 
math: move most vector and matrix member functions to global functions.



@1104

9 years 
sam 
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, …



@1102

9 years 
sam 
test: proper multithreading in the Mandelbrot tutorial.



@1100

9 years 
gary 
test: minor tuning, esp. for the PS3.



@1097

9 years 
sam 
ps3: start implementing the PS3 threading system, and port the new …



@1092

9 years 
sam 
tutorial: work around i915 driver limitations in the Mandelbrot viewer …



@1090

9 years 
sam 
tutorial: smarter register and instruction usage in the Mandelbrot …



@1089

9 years 
sam 
tutorial: simplify the Mandelbrot viewing shader in the hope that it …



@1088

9 years 
sam 
tutorial: make the GLSL Mandelbrot shader completely branchless.



@1087

9 years 
sam 
nacl: quick and dirty mouse support.



@1086

9 years 
sam 
tutorial: fix texel offset issues in the fractal zoomer.



@1085

9 years 
sam 
nacl: workaround for ANGLE issue #258 where GLSL mod() is badly …



@1084

9 years 
sam 
nacl: the Mandelbrot zoomer is starting to work on NaCl.



@1082

9 years 
sam 
core: port all code to NativeClient. Nothing runs for now, but it builds.



@1079

9 years 
sam 
tutorial: progressive zoom in the Mandelbrot viewer.



@1078

9 years 
sam 
tutorial: look into previous frames for data when zooming in the …



@1077

9 years 
sam 
tutorial: get the Mandelbrot viewer to run on OS X.



@1076

9 years 
gary 
ps3: fix a performance issue in the Mandelbrot viewer texture upload.



@1075

9 years 
sam 
ps3: fix a typo causing a compilation error.



@1074

9 years 
gary 
tutorial: create texture with the proper format and type on the PS3.



@1073

9 years 
gary 
tutorial: port the new Mandelbrot shader to Cg.



@1072

9 years 
sam 
tutorial: the Mandelbrot viewer now queries the nearest pixel of each …



@1071

9 years 
sam 
tutorial: decorrelate window size and texture size in the Mandelbrot …



@1070

9 years 
sam 
tutorial: replace log() calls with fast approximations.



@1069

9 years 
gary 
tutorial: port the Mandelbrot dithering shader to Cg.



@1068

9 years 
sam 
tutorial: try to send data to the GPU that matches the internal format.



@1067

9 years 
sam 
tutorial: use a palette for the rendering; it gives us free dithering …



@1066

9 years 
sam 
tutorial: try to reduce the blur effect; now it's pixelated…



@1065

9 years 
sam 
tutorial: clamp zoom values in the Mandelbrot viewer.



@1064

9 years 
sam 
tutorial: navigate in the fractal using the mouse.



@1062

9 years 
sam 
tutorial: speed up texture uploads in the Mandelbrot viewer by only …



@1061

9 years 
sam 
tutorial: speed up Mandelbrot zoomer by only updating one pixel out of …



@1060

9 years 
sam 
tutorial: zoom automatically in the fractal viewer.



@1058

9 years 
gary 
tutorial: port Mandelbrot tutorial to the PS3.



@1056

9 years 
sam 
tutorial: properly implement continuous color in the Mandelbrot viewer.



@1055

9 years 
gary 
tutorial: continuous color in the Mandelbrot viewer.



@1054

9 years 
sam 
test: create the bases for a new tutorial, with texture uploads.



@1050

9 years 
sam 
test: fix OS X compilation; we still need SDLmain.a on that platform.



@1045

9 years 
gary 
test: clean up tutorial #2.



@1043

9 years 
sam 
test: start writing tutorials and other shit.
