source: trunk/src

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Diff Rev Age Author Log Message
(edit) @1994   10 years sam gpu: D3DFMT_R8G8B8 doesn't seem to exist on the X360.
(edit) @1992   10 years sam gpu: allow to specify the pixel format when creating a texture; the …
(edit) @1991   10 years sam gpu: don't use D3DLOCK_DISCARD on the X360, it's not there.
(edit) @1989   10 years sam gpu: fix some Direct3D programming errors; we cannot call …
(edit) @1988   10 years sam misc: compilation fixes for Windows, X360 and PS3 introduced by the …
(edit) @1987   10 years sam gpu: put the texture creation code in its own class; for now a lot of …
(edit) @1985   10 years sam core: disable our rare uses of realloc() with a proper Array<> object.
(edit) @1964   10 years sam android: use the FPS value provided by the application; we now run at …
(edit) @1963   10 years sam gpu: add support for triangle strips and fans, and change the …
(edit) @1961   10 years sam ps3: support for texture coordinates on the PS3.
(edit) @1958   10 years sam core: fix a bad format string and disable an annoying warning in Array<>.
(edit) @1952   10 years sam gpu: if 2D tiles have negative scaling, switch the triangle winding.
(edit) @1949   10 years sam misc: very minor tweaks here and there.
(edit) @1948   10 years sam core: add some noise to the gradient effect.
(edit) @1947   10 years sam math: add a uniform scaling matrix constructor.
(edit) @1946   10 years sam core: make Entity::GetName() a public method.
(edit) @1945   10 years sam core: fix sorting of 2D scenes.
(edit) @1944   10 years sam android: fix a synchronisation issue between Java and the game thread.
(edit) @1943   10 years sam android: print thread ID with all messages.
(edit) @1942   10 years sam core: do not deregister Tilers from Sprites, it’s asymmetrical.
(edit) @1941   10 years sam core: port gradient shader to GL ES platforms.
(edit) @1940   10 years sam android: if current thread is unknown to the JVM, try to register it.
(edit) @1938   10 years sam build: some build system fixes.
(edit) @1937   10 years sam lolfx: names such as "x" or "bgra" are field selectors, but we must …
(edit) @1930   10 years sam lolfx: improve the LolFx compiler, including error reporting. We can …
(edit) @1928   10 years sam lolfx: use square brackets to indicate shader sections.
(edit) @1927   10 years sam gpu: sip an empty LolFx class that embeds the compiler.
(edit) @1926   10 years sam gpu: do not use GLEW on OS X until we are sure that the version we …
(edit) @1925   10 years sam build: "make generated" now recursively rebuilds all flex/bison targets.
(edit) @1924   10 years sam build: refactor lolfx build rule into common.am.
(edit) @1923   10 years sam build: add a common.am include file and a "make lolcheck" target that …
(edit) @1920   10 years sam core: use "f128" as the long double prefix for vectors, even if it's …
(edit) @1919   10 years sam core: implement Array::Resize() to forcibly set the size of an array.
(edit) @1910   10 years sam easymesh: use "ato" for torus, because "at" is already for triangle.
(edit) @1897   10 years sam input: some refactoring in the action bindings.
(edit) @1893   10 years sam math: refactor real number constant declarations so that they are only …
(edit) @1888   10 years lolbot fixed 23 files out of 277: - fixed 1270 CR characters - fixed 56 …
(edit) @1881   10 years sam gpu: fix a few minor compiler warnings.
(edit) @1879   10 years sam easymesh: minor torus mesh tweaks.
(edit) @1877   10 years sam debug: get rid of DebugSphere, it's totally obsoleted by EasyMesh.
(edit) @1875   10 years sam easymesh: first shot at a simple, flat shaded torus.
(edit) @1864   10 years sam gpu: do not try to call glVertexAttribIPointer if Glew did not find it.
(edit) @1849   10 years sam gpu: now shaders can only be created from a LolFx file.
(edit) @1848   10 years sam gpu: convert the gradient shader to a LolFx effect file.
(edit) @1847   10 years sam debug: get rid of quad.cpp, it's become useless.
(edit) @1846   10 years sam gpu: get rid of the inline 2D shader and create "tile.lolfx".
(edit) @1835   10 years sam easymesh: fix an data corruption with scaling along a single axis.
(edit) @1833   10 years touky
(edit) @1826   10 years sam gpu: increase default minimum shader model.
(edit) @1823   10 years sam gpu: use a valid default framebuffer color format on the PS3.
(edit) @1822   10 years sam debug: add minor debug messages to the ticker, ensure LOL_DEBUG and …
(edit) @1818   10 years sam core: revert unfinished commit that wasn't really interesting.
(edit) @1816   10 years sam ofsdiofisdoifods
(edit) @1815   10 years sam input: fix minor PS3 compilation error.
(edit) @1808   10 years sam build: fix shitloads of warnings.
(edit) @1807   10 years sam math: improve slerp implementation.
(edit) @1804   10 years Jnat Added test in slerp to avoid -1 quat members
(edit) @1803   10 years sam input: switch all key names to camel case, like our other enums.
(edit) @1799   10 years Jnat Added Slerp method to Quat
(edit) @1796   10 years sam math: add dot() for quaternions, plus the relevant unit test.
(edit) @1795   10 years touky Fixed Entity::TickGame log flood. Added BulletCharacterController.cpp …
(edit) @1794   10 years touky Input now works correctly
(edit) @1793   10 years elliotek optim radialJitter
(edit) @1792   10 years touky mieux la ?
(edit) @1791   10 years touky Windows.
(edit) @1789   10 years touky Added correct implementation of Action layer for Inputs. Useage : - …
(edit) @1788   10 years sam gpu: document and tweak some class declarations.
(edit) @1785   10 years touky Added InputTracker test initPhysTest
(edit) @1784   10 years elliotek EsayMesh : RadialJitter func & demo added
(edit) @1781   10 years sam gpu: explicitly create render targets on the Xbox 360.
(edit) @1775   10 years sam gpu: port FBO code to the Xbox360.
(edit) @1774   10 years sam gpu: finalise the framebuffer object Direct3D implementation.
(edit) @1773   10 years sam gpu: create the ShaderTexture class, replace Shader::SetTexture with a …
(edit) @1772   10 years sam gpu: remove support for the accumulation buffer, it's deprecated anyway.
(edit) @1771   10 years sam gpu: get rid of the glClearColor, glClearDepth and glClear calls in …
(edit) @1769   10 years sam easymesh: per-fragment lighting in the HLSL shader (PS3, Xbox 360).
(edit) @1768   10 years touky Added Attachment/base logic with working attachment with …
(edit) @1765   10 years sam easymesh: fragment-based lighting.
(edit) @1761   10 years sam gpu: on the PS3, use the OES version of the framebuffer GL calls.
(edit) @1753   10 years touky Build FIX .... again.
(edit) @1752   10 years touky Fixed build
(edit) @1751   10 years touky Added a skeleton for Input Tracking & base idea for Touch/untouch …
(edit) @1738   10 years sam easymesh: make hex colour command arguments case-insensitive.
(edit) @1733   10 years sam gpu: activate FBO support on Android.
(edit) @1731   10 years sam gpu: support framebuffer objects on OpenGL ES (depth buffer isn't …
(edit) @1724   10 years touky So Character Controller works with a lazy camera logic.
(edit) @1721   10 years sam scene: avoid doing hundreds of useless OpenGL calls if no 2D sprite is …
(edit) @1719   10 years sam easymesh: fix the non-uniform sphere scaling and enforce odd numbers …
(edit) @1718   10 years sam core: clamp deltatime to 15 fps to avoid erratic behaviour.
(edit) @1712   10 years sam build: split the D3d9 build flags into D3d9 and Xinput for situations …
(edit) @1710   10 years sam input: allow to easily track more than one input stick.
(edit) @1709   10 years sam input: switch SDL joystick handling mode to polling, because we won't …
(edit) @1705   10 years sam tutorial: test some advanced shapes for easymesh.
(edit) @1695   10 years sam android: simplify the logger code.
(edit) @1693   10 years sam easymesh: fix the specular highlight in the OpenGL shader.
(edit) @1692   10 years sam core: fix the X360 build by re-adding macro barriers I removed.
(edit) @1691   10 years sam build: tweak everything to allow building with SDL on the Raspberry Pi.
(edit) @1690   10 years sam gpu: try to patch some simple GLSL shaders on the fly so that they …
(edit) @1689   10 years sam core: better EGL error reporting.
(edit) @1688   10 years sam gpu: only unbind vertex attribs that we actually bound.
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