source: trunk/src

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Diff Rev Age Author Log Message
(edit) @1888   9 years lolbot fixed 23 files out of 277: - fixed 1270 CR characters - fixed 56 …
(edit) @1881   9 years sam gpu: fix a few minor compiler warnings.
(edit) @1879   9 years sam easymesh: minor torus mesh tweaks.
(edit) @1877   9 years sam debug: get rid of DebugSphere, it's totally obsoleted by EasyMesh.
(edit) @1875   9 years sam easymesh: first shot at a simple, flat shaded torus.
(edit) @1864   9 years sam gpu: do not try to call glVertexAttribIPointer if Glew did not find it.
(edit) @1849   9 years sam gpu: now shaders can only be created from a LolFx file.
(edit) @1848   9 years sam gpu: convert the gradient shader to a LolFx effect file.
(edit) @1847   9 years sam debug: get rid of quad.cpp, it's become useless.
(edit) @1846   9 years sam gpu: get rid of the inline 2D shader and create "tile.lolfx".
(edit) @1835   9 years sam easymesh: fix an data corruption with scaling along a single axis.
(edit) @1833   9 years touky
(edit) @1826   9 years sam gpu: increase default minimum shader model.
(edit) @1823   9 years sam gpu: use a valid default framebuffer color format on the PS3.
(edit) @1822   9 years sam debug: add minor debug messages to the ticker, ensure LOL_DEBUG and …
(edit) @1818   9 years sam core: revert unfinished commit that wasn't really interesting.
(edit) @1816   9 years sam ofsdiofisdoifods
(edit) @1815   9 years sam input: fix minor PS3 compilation error.
(edit) @1808   9 years sam build: fix shitloads of warnings.
(edit) @1807   9 years sam math: improve slerp implementation.
(edit) @1804   9 years Jnat Added test in slerp to avoid -1 quat members
(edit) @1803   9 years sam input: switch all key names to camel case, like our other enums.
(edit) @1799   9 years Jnat Added Slerp method to Quat
(edit) @1796   9 years sam math: add dot() for quaternions, plus the relevant unit test.
(edit) @1795   9 years touky Fixed Entity::TickGame log flood. Added BulletCharacterController.cpp …
(edit) @1794   9 years touky Input now works correctly
(edit) @1793   9 years elliotek optim radialJitter
(edit) @1792   9 years touky mieux la ?
(edit) @1791   9 years touky Windows.
(edit) @1789   9 years touky Added correct implementation of Action layer for Inputs. Useage : - …
(edit) @1788   9 years sam gpu: document and tweak some class declarations.
(edit) @1785   9 years touky Added InputTracker test initPhysTest
(edit) @1784   9 years elliotek EsayMesh : RadialJitter func & demo added
(edit) @1781   9 years sam gpu: explicitly create render targets on the Xbox 360.
(edit) @1775   9 years sam gpu: port FBO code to the Xbox360.
(edit) @1774   9 years sam gpu: finalise the framebuffer object Direct3D implementation.
(edit) @1773   9 years sam gpu: create the ShaderTexture class, replace Shader::SetTexture with a …
(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) @1769   9 years sam easymesh: per-fragment lighting in the HLSL shader (PS3, Xbox 360).
(edit) @1768   9 years touky Added Attachment/base logic with working attachment with …
(edit) @1765   9 years sam easymesh: fragment-based lighting.
(edit) @1761   9 years sam gpu: on the PS3, use the OES version of the framebuffer GL calls.
(edit) @1753   9 years touky Build FIX .... again.
(edit) @1752   9 years touky Fixed build
(edit) @1751   9 years touky Added a skeleton for Input Tracking & base idea for Touch/untouch …
(edit) @1738   9 years sam easymesh: make hex colour command arguments case-insensitive.
(edit) @1733   9 years sam gpu: activate FBO support on Android.
(edit) @1731   9 years sam gpu: support framebuffer objects on OpenGL ES (depth buffer isn't …
(edit) @1724   9 years touky So Character Controller works with a lazy camera logic.
(edit) @1721   9 years sam scene: avoid doing hundreds of useless OpenGL calls if no 2D sprite is …
(edit) @1719   9 years sam easymesh: fix the non-uniform sphere scaling and enforce odd numbers …
(edit) @1718   9 years sam core: clamp deltatime to 15 fps to avoid erratic behaviour.
(edit) @1712   9 years sam build: split the D3d9 build flags into D3d9 and Xinput for situations …
(edit) @1710   9 years sam input: allow to easily track more than one input stick.
(edit) @1709   9 years sam input: switch SDL joystick handling mode to polling, because we won't …
(edit) @1705   9 years sam tutorial: test some advanced shapes for easymesh.
(edit) @1695   9 years sam android: simplify the logger code.
(edit) @1693   9 years sam easymesh: fix the specular highlight in the OpenGL shader.
(edit) @1692   9 years sam core: fix the X360 build by re-adding macro barriers I removed.
(edit) @1691   9 years sam build: tweak everything to allow building with SDL on the Raspberry Pi.
(edit) @1690   9 years sam gpu: try to patch some simple GLSL shaders on the fly so that they …
(edit) @1689   9 years sam core: better EGL error reporting.
(edit) @1688   9 years sam gpu: only unbind vertex attribs that we actually bound.
(edit) @1687   9 years sam easymesh: allow the shader to build on GL ES.
(edit) @1684   9 years sam build: switch the Android native build rules to autoconf; still a bit …
(edit) @1676   9 years sam core: make the IO thread exit cleanly.
(edit) @1675   9 years sam core: the IO thread tweak needn't be PS3-specific.
(edit) @1674   9 years sam gpu: don't forget to ask for a depth buffer on GL ES systems.
(edit) @1673   9 years sam core: remove debug code that caused all builds to fail.
(edit) @1671   9 years sam core: on the Raspberry Pi, use the proprietary graphics library …
(edit) @1667   9 years sam math: add an sprintf() method to real numbers, and ensure they are …
(edit) @1659   9 years sam build: add missing svn:ignore properties to keep rez happy.
(edit) @1653   9 years sam build: add libSDLmain.a binaries for GUI MinGW builds; the provided …
(edit) @1649   9 years sam core: fix the Windows and OS X builds with SDL.
(edit) @1647   9 years sam build: hide the SDL_main.h inclusion in core.h, and only activate it …
(edit) @1646   9 years sam core: on Windows, output log messages to the Visual Studio debug …
(edit) @1640   9 years sam core: fix shitloads of compiler warnings in the Bullet source code.
(edit) @1637   9 years sam core: display names for entities that forget to call Entity::Tick*.
(edit) @1621   9 years sam easymesh: set the capsule's main axis to Y, not Z.
(edit) @1619   9 years sam easymesh: add the capsule mesh.
(edit) @1615   9 years sam easymesh: fix the HLSL code in shiny.lolfx.
(edit) @1610   9 years sam build: rename "Lol.Core.Build.props" to the more explicit …
(edit) @1604   9 years sam easymesh: use an icosphere instead of an UV-sphere for the sphere …
(edit) @1603   9 years sam gpu: enable backface culling for indexed meshes, too.
(edit) @1599   9 years touky EasyMesh : Fixed normals on disc when one of the radius == 0 …
(edit) @1590   9 years sam core: start working on a higher level LolFx compiler based on the …
(edit) @1589   9 years sam easymesh: the light direction is now a uniform variable.
(edit) @1587   9 years sam ps3: add pad support for the PS3, without plug/unplug detection for now.
(edit) @1579   9 years sam ps3: fix CPU and stack size performance issues on the PS3.
(edit) @1577   9 years sam build: put all Bullet files in their own VS2010 project subfolder.
(edit) @1575   9 years sam core: build Bullet as part of the VS2010 project.
(edit) @1572   9 years sam core: fix Bullet compilation with the Native Client toolchain.
(edit) @1570   9 years sam core: add the whole BulletPhysics source code to the engine core, …
(edit) @1563   9 years sam build: do like BulletPhysics and make the PS3 code always visible.
(edit) @1557   9 years sam data: fix ascii.png search path.
(edit) @1540   9 years sam build: factor the LolFx compilation rule into
(edit) @1535   9 years sam build: allow to build the PS3 binaries from Visual Studio if the …
(edit) @1532   9 years sam gpu: fix vertex and index buffer behaviour on the PS3.
(edit) @1531   9 years sam core: workaround for systems that don't like thread exiting early.
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