source: trunk/test

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Diff Rev Age Author Log Message
(edit) @1309   8 years sam core: make timers second-based rather than millisecond-based.
(edit) @1305   8 years sam math: chage quaternion constructor to wxyz order because it matches …
(edit) @1300   8 years sam core: prefix some member variables with m_ for clarity.
(edit) @1294   8 years sam test: add unit tests for the Array class.
(edit) @1291   8 years sam build: fix the PS3 cross-build; variable name expansion was causing …
(edit) @1269   8 years sam core: use operator<< instead of operator+= to append stuff to arrays, …
(edit) @1257   8 years sam math: add inversion code for 2×2 and 3×3 matrices, and transposition …
(edit) @1255   8 years sam tutorial: fix the inconsistent vertex counting.
(edit) @1248   8 years sam tutorial: get rid of a hardcoded value.
(edit) @1247   8 years sam gpu: abstraction class for index buffers; the cube tutorial no longer …
(edit) @1243   8 years sam core: add a simple Array template class.
(edit) @1242   8 years sam tutorial: some refactoring in the tutorials.
(edit) @1241   8 years sam gpu: fix a great lot of Direct3D problems, spotted using PIX.
(edit) @1238   8 years sam tutorial: use an interleaved vertex/color buffer.
(edit) @1236   8 years sam gpu: replace exit(0) in D3D error checks with lol::Abort().
(edit) @1233   8 years sam gpu: add an Unbind() method for textures for clean up. Unfortunately …
(edit) @1231   8 years sam gpu: move the platform-specific triangle drawing call to the …
(edit) @1229   8 years sam build: minor Windows compilation fixes.
(edit) @1228   8 years sam gpu: port the vertex buffer abstraction layer to OpenGL.
(edit) @1227   8 years sam gpu: implement vertex buffer streams for Direct3D. OpenGL is missing …
(edit) @1226   8 years sam gpu: refactor the vertex declaration code to allow several vertex streams.
(edit) @1224   8 years sam gpu: start working on a template-based vertex buffer class.
(edit) @1218   8 years sam tutorial: fix a compilation error and remove now useless vector type casts.
(edit) @1216   8 years sam tutorial: fix the texture swizzling for the fractal viewer on Xbox 360.
(edit) @1215   8 years sam gpu: add support for integer uniforms and fix a few PS3 and Linux …
(edit) @1214   8 years sam win32: the uniform handling code was completely broken; we now …
(edit) @1213   8 years sam win32: add Direct3D texture creation code in the fractal zoomer. …
(edit) @1208   8 years sam win32: start porting the graphical backend to DirectX 9. Apparently I …
(edit) @1197   8 years sam tutorial: fix unbalanced parenthesis breaking compilation.
(edit) @1196   8 years sam tutorial: port the rotating cube tutorial to the Xbox 360 and tweak …
(edit) @1194   8 years sam xbox: fix a few problems in the shader handling code; the first …
(edit) @1192   8 years sam test: fix uninitialised member variable.
(edit) @1189   8 years sam build: major refactoring of the Win32 and Xbox project files; we now …
(edit) @1179   8 years sam win32: add a lot of DirectX stubs.
(edit) @1178   8 years sam win32: a few compilation fixes, including GDI+ linking properly now.
(edit) @1172   8 years sam test: fix logic bugs in two tutorials.
(edit) @1165   8 years gary win32: fix Visual Studio compilation and link issues.
(edit) @1163   8 years sam math: ensure real::fabs() is never chosen over std::fabs() for …
(edit) @1162   8 years gary win32: various compilation fixes, mostly project updates, but also a …
(edit) @1147   8 years sam test: that cast was necessary, after all…
(edit) @1146   8 years sam win32: some compilation fixes here and there.
(edit) @1145   8 years sam test: remove a useless cast.
(edit) @1144   8 years sam threads: change Queue to a template so that we can manage the element type.
(edit) @1139   8 years sam math: rename matrix.h to vector.h and simplify some stuff, especially …
(edit) @1136   8 years sam math: try to implement the magic getter/setter pattern. BREAKS BUILD.
(edit) @1135   8 years sam math: move most vector and matrix member functions to global functions.
(edit) @1130   9 years sam math: implement ulp() for reals, which returns the smallest real y > 0 …
(edit) @1129   9 years sam lolremez: release LolRemez 0.2.
(edit) @1127   9 years sam math: significant performance improvements in the Remez solver.
(edit) @1126   9 years sam math: write a faster factorial method for use in exp() and sin(). …
(edit) @1124   9 years gary lolremez: distribute Visual Studio files with LolRemez.
(edit) @1122   9 years sam real: get rid of <<= and >>= operators; we can use ldexp() instead. As …
(edit) @1119   9 years sam math: make everything clean for a LolRemez release.
(edit) @1117   9 years sam math: move the Remez algorithm implementation to the core.
(edit) @1116   9 years sam core: fix the sign of a negative real number raised to an even power, …
(edit) @1115   9 years sam core: allow to build a real number using a string literal.
(edit) @1112   9 years gary build: minor reorganisation of the sandbox code.
(edit) @1107   9 years sam test: do not test for strict doubles equality in quaternion unit test.
(edit) @1105   9 years sam core: start working on the Emcee class.
(edit) @1104   9 years sam test: unroll the Mandelbrot loop to gain a few milliseconds per frame, …
(edit) @1102   9 years sam test: proper multithreading in the Mandelbrot tutorial.
(edit) @1100   9 years gary test: minor tuning, esp. for the PS3.
(edit) @1097   9 years sam ps3: start implementing the PS3 threading system, and port the new …
(edit) @1092   9 years sam tutorial: work around i915 driver limitations in the Mandelbrot viewer …
(edit) @1091   9 years sam test: make namespace usage less intrusive in math examples.
(edit) @1090   9 years sam tutorial: smarter register and instruction usage in the Mandelbrot …
(edit) @1089   9 years sam tutorial: simplify the Mandelbrot viewing shader in the hope that it …
(edit) @1088   9 years sam tutorial: make the GLSL Mandelbrot shader completely branchless.
(edit) @1087   9 years sam nacl: quick and dirty mouse support.
(edit) @1086   9 years sam tutorial: fix texel offset issues in the fractal zoomer.
(edit) @1085   9 years sam nacl: workaround for ANGLE issue #258 where GLSL mod() is badly …
(edit) @1084   9 years sam nacl: the Mandelbrot zoomer is starting to work on NaCl.
(edit) @1082   9 years sam core: port all code to NativeClient. Nothing runs for now, but it builds.
(edit) @1079   9 years sam tutorial: progressive zoom in the Mandelbrot viewer.
(edit) @1078   9 years sam tutorial: look into previous frames for data when zooming in the …
(edit) @1077   9 years sam tutorial: get the Mandelbrot viewer to run on OS X.
(edit) @1076   9 years gary ps3: fix a performance issue in the Mandelbrot viewer texture upload.
(edit) @1075   9 years sam ps3: fix a typo causing a compilation error.
(edit) @1074   9 years gary tutorial: create texture with the proper format and type on the PS3.
(edit) @1073   9 years gary tutorial: port the new Mandelbrot shader to Cg.
(edit) @1072   9 years sam tutorial: the Mandelbrot viewer now queries the nearest pixel of each …
(edit) @1071   9 years sam tutorial: decorrelate window size and texture size in the Mandelbrot …
(edit) @1070   9 years sam tutorial: replace log() calls with fast approximations.
(edit) @1069   9 years gary tutorial: port the Mandelbrot dithering shader to Cg.
(edit) @1068   9 years sam tutorial: try to send data to the GPU that matches the internal format.
(edit) @1067   9 years sam tutorial: use a palette for the rendering; it gives us free dithering …
(edit) @1066   9 years sam tutorial: try to reduce the blur effect; now it's pixelated…
(edit) @1065   9 years sam tutorial: clamp zoom values in the Mandelbrot viewer.
(edit) @1064   9 years sam tutorial: navigate in the fractal using the mouse.
(edit) @1062   9 years sam tutorial: speed up texture uploads in the Mandelbrot viewer by only …
(edit) @1061   9 years sam tutorial: speed up Mandelbrot zoomer by only updating one pixel out of …
(edit) @1060   9 years sam tutorial: zoom automatically in the fractal viewer.
(edit) @1058   9 years gary tutorial: port Mandelbrot tutorial to the PS3.
(edit) @1056   9 years sam tutorial: properly implement continuous color in the Mandelbrot viewer.
(edit) @1055   9 years gary tutorial: continuous color in the Mandelbrot viewer.
(edit) @1054   9 years sam test: create the bases for a new tutorial, with texture uploads.
(edit) @1052   9 years sam core: implement complex numbers and add unit tests for these.
(edit) @1050   9 years sam test: fix OS X compilation; we still need SDLmain.a on that platform.
(edit) @1049   9 years sam test: add missing quaternion unit tests.
(edit) @1047   9 years sam core: implement a quaternion class and tighten some vector operation …
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