source: trunk/src/video.cpp

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Diff Rev Age Author Log Message
(edit) @2183   9 years sam build: fix the WTFPL site URL in all code comments.
(edit) @2085   9 years sam build: fix PS3 and Linux compilation issues.
(edit) @1772   9 years sam gpu: remove support for the accumulation buffer, it's deprecated anyway.
(edit) @1771   9 years sam gpu: get rid of the glClearColor, glClearDepth and glClear calls in …
(edit) @1513   9 years sam core: replace usage of sin() or std::sin() with lol::sin() where …
(edit) @1325   9 years sam core: move some of the camera view logic from the Video class to the …
(edit) @1303   9 years sam gpu: temporarily enable alpha blending in the vertex buffer code.
(edit) @1297   9 years sam gpu: activate alpha blending on the Direct3D backend.
(edit) @1236   9 years sam gpu: replace exit(0) in D3D error checks with lol::Abort().
(edit) @1233   9 years sam gpu: add an Unbind() method for textures for clean up. Unfortunately …
(edit) @1208   9 years sam win32: start porting the graphical backend to DirectX 9. Apparently I …
(edit) @1199   9 years sam video: allow to set the default clear color.
(edit) @1194   9 years sam xbox: fix a few problems in the shader handling code; the first …
(edit) @1189   9 years sam build: major refactoring of the Win32 and Xbox project files; we now …
(edit) @1179   9 years sam win32: add a lot of DirectX stubs.
(edit) @1173   9 years sam xbox: start working on an Xbox/Direct3D port.
(edit) @1108   10 years sam gl: cache viewport size on all platforms, because we cannot query it …
(edit) @1081   10 years sam gl: fix long-standing bug where clear color didn't properly set the …
(edit) @1050   10 years sam test: fix OS X compilation; we still need SDLmain.a on that platform.
(edit) @1044   10 years gary core: fix bugs in mat4::lookat() and mat4::perspective(), and ensure …
(edit) @968   10 years sam build: start adding Xbox 360 configuration settings to the VS projects.
(edit) @960   10 years sam osx: link with the proper OpenGL libraries on OS X.
(edit) @939   10 years sam build: stop defining ANDROID_NDK and check for ANDROID instead. …
(edit) @863   10 years sam core: rename vec2i to ivec2 etc. to better match GLSL.
(edit) @820   10 years sam ps3: until we know how to retrieve and change the screen resolution …
(edit) @808   10 years sam gl: initialise Glew in the video setup instead of the SDL app, so we …
(edit) @796   10 years sam gl: use Glew if available.
(edit) @784   10 years sam video: move the last shader from the Video class to Scene itself.
(edit) @780   10 years sam android: compilation fixes for recent engine changes.
(edit) @777   10 years sam debug: convert debug quad shaders to GLSL 1.30.
(edit) @771   10 years sam debug: more debug quad tests, 1.20 shaders.
(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) @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) @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) @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) @730   10 years sam video: add deactivated shader code for 4x4 Bayer dithering.
(edit) @727   10 years sam android: enforce fullscreen on Android until we have several layouts.
(edit) @707   10 years sam Work around a bug in the Android emulator that doesn't let us query …
(edit) @698   10 years sam Enable GL_TEXTURE_2D in the Scene class instead of Video.
(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) @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) @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) @662   10 years sam Merge more code from the experimental MVP refactor into the old GL code.
(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) @654   10 years sam More shader crap. We can now display a coloured quad. Still disabled.
(edit) @653   10 years sam More shader crap for GLSL 1.30. Still disabled.
(edit) @615   10 years sam Allow to specify FPS in the DebugRecord object.
(edit) @221   11 years sam Complete Lol Engine / Deus Hax / Monsterz split.
(edit) @216   11 years sam Fix compilation issue caused by WinDef.h defining "near" and "far" macros.
(edit) @211   11 years sam Put HUD objects back on front of the scene.
(edit) @209   11 years sam Implement Video::SetFov() to allow conic projection.
(edit) @207   11 years sam Proper depth buffer handling with minimal alpha support.
(edit) @186   11 years sam Support tilesets larger than 512x512 and switch the coordinates system …
(edit) @150   11 years sam Replace mouse scrolling with a joystick simulated by the e/s/d/f keys.
(edit) @142   11 years sam Disable depth test. We do our own management.
(edit) @140   11 years sam Implement Video::Capture and create a GROUP_RENDER_CAPTURE tick group.
(edit) @139   11 years sam Implement Video::GetWidth() and Video::GetHeight().
(edit) @135   11 years sam Better near/far values.
(add) @105   11 years sam Create a helper class for easy scene setup. Highly reduces the number …
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