source: trunk/src

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Diff Rev Age Author Log Message
(edit) @806   11 years sam debug: add a slightly more complex vertex buffer test quad.
(edit) @803   11 years sam debug: some code cleanup in the quad tests.
(edit) @799   11 years sam shader: check that the shader really failed to compile before …
(edit) @798   11 years sam core: fix a typo in the Win32 timer code.
(edit) @796   11 years sam gl: use Glew if available.
(edit) @792   11 years sam tiler: ensure AddTile() and BlitTile() accept vec3i arguments.
(edit) @790   11 years sam tileset: replace the Tiler ID system with real TileSet objects. The …
(edit) @789   11 years sam core: Dict::RemoveSlot can now directly remove an Entity.
(edit) @787   11 years sam tiler: Tiler::GetSize can now return a different value for different tiles.
(edit) @784   11 years sam video: move the last shader from the Video class to Scene itself.
(edit) @783   11 years sam build: put debug stuff and shader stuff in subdirectories.
(edit) @782   11 years sam build: check for glBegin, which we won't end up using anyway.
(edit) @781   11 years sam sdl: fix touchscreen event handling by first applying mouse moves, …
(edit) @780   11 years sam android: compilation fixes for recent engine changes.
(edit) @779   11 years sam debug: add GLSL 1.20 and 1.30 shaders to the debug quad.
(edit) @778   11 years sam shader: check CRC before patching the shader and fix vertex shaders …
(edit) @777   11 years sam debug: convert debug quad shaders to GLSL 1.30.
(edit) @776   11 years sam shader: support most standard parameters in the shader patcher.
(edit) @775   11 years sam shader: write a minimalist shader patcher for future GLSL 1.20 …
(edit) @774   11 years sam debug: more complex vertex buffer test.
(edit) @773   11 years sam debug: add vertex shader examples to the debug quad.
(edit) @772   11 years sam debug: display larger debug quads to avoid wasting space.
(edit) @771   11 years sam debug: more debug quad tests, 1.20 shaders.
(edit) @770   11 years sam test: start writing really minimalist GL rendering tests.
(edit) @768   11 years sam core: add the unary minus operator to vectors.
(edit) @765   11 years sam timer: avoid useless system calls in the Timer constructor.
(edit) @764   11 years sam debug: re-add old fixed pipeline code to the debugquad.
(edit) @763   11 years sam ps3: fix a bug in the timer code.
(edit) @761   11 years sam core: don't explicitly use std:: prefix when the platform may not …
(edit) @760   11 years sam gl: force version 1.30 for all shaders.
(edit) @758   11 years sam ps3: start a minimal PS3 port using PSGL, but not CG yet.
(edit) @757   11 years sam math: implement vector comparisons and add minimal unit tests for this …
(edit) @755   11 years sam video: get rid of Video::GetWidth() and Video::GetHeight().
(edit) @753   11 years sam video: implement Video::GetSize() in addition to GetWidth() and …
(edit) @749   11 years sam ui: add a Platform class to query information about the current …
(edit) @748   11 years sam core: fix include guard naming scheme.
(edit) @747   11 years sam video: play with random dithering.
(edit) @745   11 years sam video: enforce shader-enabled GL implementations, getting rid of a lot …
(edit) @744   11 years sam android: use GLES2 instead of GLES.
(edit) @742   11 years sam video: make the dithering shader work with GLES2.
(edit) @741   11 years sam video: fix a syntax error in the default vertex shader.
(edit) @736   11 years sam video: 8×8 Bresenham dithering (still deactivated).
(edit) @735   11 years sam core: get rid of now useless <cstdio> includes.
(edit) @734   11 years sam core: create a logger class to reduce printf usage.
(edit) @730   11 years sam video: add deactivated shader code for 4x4 Bayer dithering.
(edit) @729   11 years sam core: fix uninitialised WorldEntity members.
(edit) @728   11 years sam gl: reactivate depth test and blending on GLES 1.x.
(edit) @727   11 years sam android: enforce fullscreen on Android until we have several layouts.
(edit) @726   11 years sam ios: get texture loading to work, somehow.
(edit) @725   11 years sam ios: texture loading test.
(edit) @724   11 years sam gl: use glActiveTexture() instead of glClientActiveTexture() to match …
(edit) @723   11 years sam core: fix a few compilation errors and warnings on OS X.
(edit) @719   11 years sam android: JNI hooks for single touch input.
(edit) @714   11 years sam android: move the PNG loading test into the Image class. It now works.
(edit) @712   11 years sam android: Add a method for PNG loading. Highly hackish for now.
(edit) @710   11 years sam android: Use thiz instead of that in JNI code.
(edit) @709   11 years sam No longer use DebugQuad() in the AndroidApp, we now know it works.
(edit) @708   11 years sam Basic utility function to display matrices.
(edit) @707   11 years sam Work around a bug in the Android emulator that doesn't let us query …
(edit) @706   11 years sam Add AndroidAdd to the VCS. Far from being usable for now.
(edit) @705   11 years sam Various changes to the Scene class. Not sure what's useful.
(edit) @704   11 years sam Use glClientActiveTexture() wherever it appears to make sense.
(edit) @703   11 years sam Add transparency to DebugQuad and ensure it gets rendered over everything.
(edit) @702   11 years sam The DebugQuad object now rotates with time.
(edit) @701   11 years sam Add texturing support to DebugQuad. Works with OpenGL (fixed pipeline …
(edit) @699   11 years sam Add a DebugQuad class for simple feature testing.
(edit) @698   11 years sam Enable GL_TEXTURE_2D in the Scene class instead of Video.
(edit) @697   11 years sam Remove the Android hack, we can control it from the NDK build scripts.
(edit) @696   11 years sam Merge all debug entity includes in <loldebug.h>.
(edit) @692   11 years sam Define a few user profilers.
(edit) @691   11 years sam Fix delete/free confusions in EglApp and SdlApp.
(edit) @690   11 years sam Create a fake Image if SDL_image is not available, so that we can test …
(edit) @689   11 years sam Use the new Image class instead of SDL_image in the TileSet class.
(edit) @688   11 years sam Add the Image class for better abstraction.
(edit) @687   11 years sam Remove the old and ugly Font macro diversion.
(edit) @686   11 years sam Put everything in the "lol" namespace. Better late than never.
(edit) @683   11 years sam Try to fix GLES 2 rendering. No luck so far.
(edit) @682   11 years sam Add preliminary support for EGL applications.
(edit) @681   11 years sam Set the default background color to something recognisable.
(edit) @680   11 years sam Create the SdlApp class to avoid code duplication. Ensure USE_SDL is …
(edit) @675   11 years sam Fix the GLESv2 rendering.
(edit) @674   11 years sam The engine now builds for GL and GL ES 1.x and 2.x, and runs for each …
(edit) @673   11 years sam Put the OpenGL header handling in <lolgl.h> for more convenience.
(edit) @672   11 years sam Fix a memory leak in the vertex array buffer handling.
(edit) @671   11 years sam Fix numerous resource leaks in scene.cpp.
(edit) @670   11 years sam Cache shader source CRCs to avoid costly recompilations.
(edit) @669   11 years sam Implement CRC32 in the new Hash class. Will be useful for Dict and for …
(edit) @668   11 years sam Protect the Shader constructor and provide a static creation method …
(edit) @667   11 years sam Minor GL code reorganisation and simplification.
(edit) @666   11 years sam Experimental GL mode works!
(edit) @665   11 years sam OpenGL code refactoring.
(edit) @664   11 years sam Get rid of float3, float4, int3 etc. in favour of GLSL types.
(edit) @663   11 years sam Implement +=, -= and *= for matrices and vectors. Add new types, …
(edit) @662   11 years sam Merge more code from the experimental MVP refactor into the old GL code.
(edit) @661   11 years sam Implement float4x4::rotate().
(edit) @660   11 years sam Implement float4x4::ortho() and float4x4::translate().
(edit) @659   11 years sam Try to factor all the recent GLSL stuff in the new Shader class.
(edit) @658   11 years sam Get rid of the SHADER_CRAP macro and use LOL_EXPERIMENTAL instead, …
(edit) @657   11 years sam Clean up stuff in the shader crap.
(edit) @656   11 years sam More shader crap. Texture coordinates now work. Still disabled.
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