source: trunk/src

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Diff Rev Age Author Log Message
(edit) @851   10 years sam android: fix Android NDK compilation.
(edit) @845   10 years sam ps3: prevent compilation of Ps3Input on other platforms.
(edit) @840   10 years sam ps3: add a build-ps3 script that uses autoconf and automake.
(edit) @839   10 years sam ps3: get rid of the useless and convoluted padutil dependency; the …
(edit) @838   10 years sam ps3: add a simple PS3 input system that currently merely emulates …
(edit) @837   10 years sam emitter: fix wrong velocity value computation in the particles.
(edit) @836   10 years sam android: implement JNI_OnLoad and use Log::Info instead of the native …
(edit) @835   10 years sam image: error reporting in the Android image loading class.
(edit) @833   10 years sam ps3: load textures using the system's PNGDEC module.
(edit) @832   10 years sam shader: factor the uniform handling logic into platform-independent …
(edit) @831   10 years sam gl: implement the PS3 version of our bitmap renderer.
(edit) @830   10 years sam debug: add a debug example with a shader and a uniform matrix …
(edit) @829   10 years sam debug: add new shader tests and write some Cg equivalents on the PS3.
(edit) @828   10 years sam ps3: if the implementation supports Cg but not GLSL (for instance on …
(edit) @823   10 years sam debug: minor updates to the debug quad code.
(edit) @822   10 years sam debug: refactor quad test.
(edit) @821   10 years sam gl: do not call glDeleteBuffers with a zero-length list, it crashes on …
(edit) @820   10 years sam ps3: until we know how to retrieve and change the screen resolution …
(edit) @819   10 years sam debug: make the GL test compile on Android.
(edit) @818   10 years sam ps3: some compilation fixes to accomodate for recent debug additions.
(edit) @815   10 years sam core: fix a bug in vector casts; vec2 -> vec3 promotion for instance …
(edit) @814   10 years sam debug: reset the GL state more aggressively between quad renderings; …
(edit) @810   10 years sam debug: only print the layer and map errors once.
(edit) @809   10 years sam debug: reset texture unit in the GL quad.
(edit) @808   10 years sam gl: initialise Glew in the video setup instead of the SDL app, so we …
(edit) @806   10 years sam debug: add a slightly more complex vertex buffer test quad.
(edit) @803   10 years sam debug: some code cleanup in the quad tests.
(edit) @799   10 years sam shader: check that the shader really failed to compile before …
(edit) @798   10 years sam core: fix a typo in the Win32 timer code.
(edit) @796   10 years sam gl: use Glew if available.
(edit) @792   10 years sam tiler: ensure AddTile() and BlitTile() accept vec3i arguments.
(edit) @790   10 years sam tileset: replace the Tiler ID system with real TileSet objects. The …
(edit) @789   10 years sam core: Dict::RemoveSlot can now directly remove an Entity.
(edit) @787   10 years sam tiler: Tiler::GetSize can now return a different value for different tiles.
(edit) @784   10 years sam video: move the last shader from the Video class to Scene itself.
(edit) @783   10 years sam build: put debug stuff and shader stuff in subdirectories.
(edit) @782   10 years sam build: check for glBegin, which we won't end up using anyway.
(edit) @781   10 years sam sdl: fix touchscreen event handling by first applying mouse moves, …
(edit) @780   10 years sam android: compilation fixes for recent engine changes.
(edit) @779   10 years sam debug: add GLSL 1.20 and 1.30 shaders to the debug quad.
(edit) @778   10 years sam shader: check CRC before patching the shader and fix vertex shaders …
(edit) @777   10 years sam debug: convert debug quad shaders to GLSL 1.30.
(edit) @776   10 years sam shader: support most standard parameters in the shader patcher.
(edit) @775   10 years sam shader: write a minimalist shader patcher for future GLSL 1.20 …
(edit) @774   10 years sam debug: more complex vertex buffer test.
(edit) @773   10 years sam debug: add vertex shader examples to the debug quad.
(edit) @772   10 years sam debug: display larger debug quads to avoid wasting space.
(edit) @771   10 years sam debug: more debug quad tests, 1.20 shaders.
(edit) @770   10 years sam test: start writing really minimalist GL rendering tests.
(edit) @768   10 years sam core: add the unary minus operator to vectors.
(edit) @765   10 years sam timer: avoid useless system calls in the Timer constructor.
(edit) @764   10 years sam debug: re-add old fixed pipeline code to the debugquad.
(edit) @763   10 years sam ps3: fix a bug in the timer code.
(edit) @761   10 years sam core: don't explicitly use std:: prefix when the platform may not …
(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) @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.
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