Timeline



Mar 11, 2011:

3:26 PM Blog: Fuck you, Microsoft: the environment variable windows edited by sam
3:26 PM Blog: Fuck you, Microsoft: the environment variable windows edited by sam
3:25 PM fuck-vista-4.png attached to Blog: Fuck you, Microsoft: the environment variable windows by sam
3:23 PM Blog: Fuck you, Microsoft: the environment variable windows created by sam
initial post
2:08 PM doc/classes/map created by sam
2:08 PM doc/classes/layer created by sam
2:08 PM doc/classes/tiler created by sam
2:07 PM doc/classes/tileset created by sam
2:07 PM doc/classes created by sam
2:06 PM doc created by sam
1:26 AM Blog: Build and run Android NDK applications without Eclipse created by sam
first version

Mar 9, 2011:

12:32 AM Changeset [732] by sam
Remove user-generated files.
12:32 AM Changeset [731] by sam
ios: add cleaned up XCode project.

Mar 8, 2011:

11:52 PM Changeset [730] by sam
video: add deactivated shader code for 4x4 Bayer dithering.
11:52 PM Changeset [729] by sam
core: fix uninitialised WorldEntity members.
3:59 PM WikiStart edited by sam
(diff)
3:43 PM WikiStart edited by sam
(diff)

Mar 7, 2011:

7:05 PM Changeset [728] by sam
gl: reactivate depth test and blending on GLES 1.x.
7:05 PM Changeset [727] by sam
android: enforce fullscreen on Android until we have several layouts.

Mar 6, 2011:

11:49 PM Changeset [726] by sam
ios: get texture loading to work, somehow.
10:46 PM Changeset [725] by sam
ios: texture loading test.
4:05 PM Changeset [724] by sam
gl: use glActiveTexture() instead of glClientActiveTexture() to match …
4:04 PM Changeset [723] by sam
core: fix a few compilation errors and warnings on OS X.

Mar 4, 2011:

5:03 PM Changeset [722] by sam
android: use assets instead of resources. They're almost the same.
5:03 PM Changeset [721] by sam
android: run fullscreen by default.
2:54 PM Blog: Fuck you, Microsoft: near and far macros edited by sam
2:52 PM Blog: Load PNGs from assets using Android NDK edited by sam
code formatting
1:48 PM Blog: The Lol Engine Blog edited by sam
1:44 PM Blog: Fuck you, Microsoft: near and far macros created by sam
initial version
1:42 PM Blog: Load PNGs from assets using Android NDK edited by sam
use assets instead of resources

Mar 3, 2011:

4:59 PM WikiStart edited by sam
link to blog posts (diff)
1:07 AM Changeset [720] by sam
android: add the whole Android project; will clean up later.
1:07 AM Changeset [719] by sam
android: JNI hooks for single touch input.

Mar 2, 2011:

9:10 PM Blog: Load PNGs from resources using Android NDK edited by sam
link to the androgeek article
4:32 PM Blog: Load PNGs from resources using Android NDK edited by sam
1:17 PM Blog: Load PNGs from resources using Android NDK edited by sam
1:14 PM Blog: Load PNGs using Android NDK edited by sam
10:49 AM Blog: Load PNGs using Android NDK edited by sam
4:02 AM Blog: Load PNGs using Android NDK created by sam
2:54 AM WikiStart edited by sam
features (diff)
2:02 AM Blog: The Lol Engine Blog edited by sam
2:01 AM Blog: About the Lol Engine Blog created by sam
1:24 AM WikiStart edited by sam
talk about private area (diff)

Mar 1, 2011:

7:02 PM Changeset [714] by sam
android: move the PNG loading test into the Image class. It now works.
12:00 PM dev/android/bugs created by sam
1:13 AM Changeset [712] by sam
android: Add a method for PNG loading. Highly hackish for now.
1:13 AM Changeset [711] by sam
build: look for libpng, even though we don't use it yet.
1:13 AM Changeset [710] by sam
android: Use thiz instead of that in JNI code.

Feb 28, 2011:

7:02 PM Changeset [709] by sam
No longer use DebugQuad() in the AndroidApp, we now know it works.
7:02 PM Changeset [708] by sam
Basic utility function to display matrices.
7:02 PM Changeset [707] by sam
Work around a bug in the Android emulator that doesn't let us query …
6:03 PM dev edited by sam
(diff)
3:26 AM Changeset [706] by sam
Add AndroidAdd to the VCS. Far from being usable for now.
3:26 AM Changeset [705] by sam
Various changes to the Scene class. Not sure what's useful.
3:26 AM Changeset [704] by sam
Use glClientActiveTexture() wherever it appears to make sense.
3:26 AM Changeset [703] by sam
Add transparency to DebugQuad and ensure it gets rendered over everything.
3:26 AM Changeset [702] by sam
The DebugQuad object now rotates with time.
3:26 AM Changeset [701] by sam
Add texturing support to DebugQuad. Works with OpenGL (fixed pipeline …
3:26 AM Changeset [700] by sam
Replace #-style comments with dnl-style ones.
3:26 AM Changeset [699] by sam
Add a DebugQuad class for simple feature testing.
3:26 AM Changeset [698] by sam
Enable GL_TEXTURE_2D in the Scene class instead of Video.
3:26 AM Changeset [697] by sam
Remove the Android hack, we can control it from the NDK build scripts.
3:25 AM Changeset [696] by sam
Merge all debug entity includes in <loldebug.h>.
3:25 AM Changeset [695] by sam
Use EglApp instead of SdlApp under GLES 2.
3:25 AM Changeset [694] by sam
Fix a typo in the optimisation flags.

Feb 26, 2011:

11:34 AM Changeset [693] by sam
Reduce optimisation strength in debug mode.
11:34 AM Changeset [692] by sam
Define a few user profilers.
11:33 AM Changeset [691] by sam
Fix delete/free confusions in EglApp and SdlApp.

Feb 22, 2011:

4:52 PM Changeset [690] by sam
Create a fake Image if SDL_image is not available, so that we can test …
2:39 PM Changeset [689] by sam
Use the new Image class instead of SDL_image in the TileSet class.
2:39 PM Changeset [688] by sam
Add the Image class for better abstraction.
2:39 PM Changeset [687] by sam
Remove the old and ugly Font macro diversion.
2:39 PM Changeset [686] by sam
Put everything in the "lol" namespace. Better late than never.
2:17 AM Changeset [684] by sam
If only GLES is available, create an EglApp instead of an SdlApp.
2:17 AM Changeset [683] by sam
Try to fix GLES 2 rendering. No luck so far.
2:17 AM Changeset [682] by sam
Add preliminary support for EGL applications.
2:17 AM Changeset [681] by sam
Set the default background color to something recognisable.

Feb 21, 2011:

6:11 PM Changeset [680] by sam
Create the SdlApp class to avoid code duplication. Ensure USE_SDL is …
2:45 PM dev/ios created by sam
2:45 PM dev edited by sam
(diff)
2:43 PM dev edited by sam
(diff)
12:01 PM Changeset [675] by sam
Fix the GLESv2 rendering.
1:08 AM Changeset [674] by sam
The engine now builds for GL and GL ES 1.x and 2.x, and runs for each …

Feb 20, 2011:

1:03 PM Changeset [673] by sam
Put the OpenGL header handling in <lolgl.h> for more convenience.
1:02 PM Changeset [672] by sam
Fix a memory leak in the vertex array buffer handling.
1:02 PM Changeset [671] by sam
Fix numerous resource leaks in scene.cpp.
1:02 PM Changeset [670] by sam
Cache shader source CRCs to avoid costly recompilations.

Feb 19, 2011:

10:09 PM Changeset [669] by sam
Implement CRC32 in the new Hash class. Will be useful for Dict and for …
10:09 PM Changeset [668] by sam
Protect the Shader constructor and provide a static creation method …

Feb 18, 2011:

4:55 PM Changeset [667] by sam
Minor GL code reorganisation and simplification.
1:09 AM Changeset [666] by sam
Experimental GL mode works!
1:09 AM Changeset [665] by sam
OpenGL code refactoring.
1:09 AM Changeset [664] by sam
Get rid of float3, float4, int3 etc. in favour of GLSL types.
1:09 AM Changeset [663] by sam
Implement +=, -= and *= for matrices and vectors. Add new types, …
1:09 AM Changeset [662] by sam
Merge more code from the experimental MVP refactor into the old GL code.
1:09 AM Changeset [661] by sam
Implement float4x4::rotate().
1:09 AM Changeset [660] by sam
Implement float4x4::ortho() and float4x4::translate().

Feb 17, 2011:

7:06 PM Changeset [659] by sam
Try to factor all the recent GLSL stuff in the new Shader class.
7:06 PM Changeset [658] by sam
Get rid of the SHADER_CRAP macro and use LOL_EXPERIMENTAL instead, …
7:06 PM Changeset [657] by sam
Clean up stuff in the shader crap.
1:53 AM Changeset [656] by sam
More shader crap. Texture coordinates now work. Still disabled.
1:53 AM Changeset [655] by sam
Fix a nasty bug in the float4x4::frustum() computation.
1:05 AM Changeset [654] by sam
More shader crap. We can now display a coloured quad. Still disabled.

Feb 16, 2011:

7:04 PM Changeset [653] by sam
More shader crap for GLSL 1.30. Still disabled.
7:04 PM Changeset [652] by sam
Implement float4x4::frustum() and float4x4::perspective() to build …
7:04 PM Changeset [651] by sam
Make the float4x4 constructor fill only the matrix's diagonal. Thus …
6:47 PM dev/gfx/opengl edited by sam
(diff)
1:36 PM dev/gfx/opengl edited by sam
(diff)
1:33 PM dev/gfx/opengl created by sam
1:24 PM dev created by sam
1:18 AM Changeset [650] by sam
Fix shader crap syntax, caused by space-like UTF-8 characters.

Feb 14, 2011:

2:26 AM Changeset [649] by sam
Shader tests. Disabled for now.
2:26 AM Changeset [648] by sam
Add matrix determinant and inverse methods.
2:26 AM Changeset [647] by sam
Switch debug sphere rendering method to vertex buffer objects.
2:26 AM Changeset [646] by sam
Ensure the DebugFps object is rendered in front of everything else.
2:26 AM Changeset [645] by sam
Switch scene rendering method to vertex buffer objects.
2:26 AM Changeset [644] by sam
Disable -O2 when in debug mode, and disable -g when in release mode.
2:26 AM Changeset [643] by sam
Do not zero vector memory upon initialisation. Unitialised is …
2:26 AM Changeset [642] by sam
Add an optional cppunit dependency for unit tests.
2:26 AM Changeset [641] by sam
Create a few matrix handling classes and operators.

Feb 13, 2011:

3:04 PM WikiStart edited by sam
(diff)
2:31 PM TitleIndex created by trac
2:31 PM WikiStart created by trac

Feb 12, 2011:

12:53 AM Changeset [639] by sam
Make font objects use the TileSet system and fix the text objects' Z …
12:01 AM Changeset [638] by sam
Only link with -lGL if present on the system. Fixes the MinGW build.
12:01 AM Changeset [637] by sam
Allow to query for a tileset's size and/or number of tiles.

Feb 11, 2011:

11:08 PM Changeset [636] by sam
Fix the SDL timer behaviour. Fixes ticket #26.
11:08 PM Changeset [635] by sam
Now that liblol.a is no longer in target_LDADD due to libtool argument …
10:49 PM Changeset [634] by sam
Retitle some main nav buttons.
10:45 PM Changeset [633] by sam
TileSets can now be initialised either using the tile size, or the …
10:45 PM Changeset [632] by sam
Properly detect SDL libraries when sdl-config and pkg-config are here …
3:34 PM Changeset [631] by sam
Add missing icons.png, use CPPFLAGS instead of CXXFLAGS in automake rules.
1:21 PM Changeset [630] by sam
Fix a typo in Makefile.am.
1:19 PM Changeset [629] by sam
Clean up configure.ac from useless variables.
1:19 PM Changeset [628] by sam
Try to autodetect GtkGL development libs, and don't build the Deus Hax …
1:51 AM Changeset [627] by luc
Darkened the background color
1:49 AM Changeset [626] by luc
Updated the Cat color Updated the Squid colors Cleaned up a bit the …

Feb 10, 2011:

12:04 PM Changeset [625] by sam
Rename build scripts to build-linux and build-mingw.

Feb 9, 2011:

3:20 PM Changeset [624] by sam
Add a build-mingw.sh script for Win32 builds.
3:20 PM Changeset [623] by sam
Stop using pkg-config in Makefiles and stop putting things in LDADD …
3:20 PM Changeset [622] by sam
Do not use SDL's SDLmain wrapper on Win32. It's never proved useful so far.
3:19 PM Changeset [621] by sam
Some versions of m4 do not honour M4PATH even if claiming to. Manually …
1:33 AM Changeset [620] by sam
Get rid of benchmarking mode, it's useless: Ticker::Setup(0) does the same.
1:33 AM Changeset [619] by sam
Add a recording mode to Ticker that ensures fixed deltatime even when …
1:33 AM Changeset [618] by sam
Add a benchmark mode to the ticker.
12:23 AM Changeset [617] by sam
Store the requested FPS in the Ticker class.
12:23 AM Changeset [616] by sam
The client application no longer needs to call Video::Clea().
Note: See TracTimeline for information about the timeline view.