source: trunk/src

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Diff Rev Age Author Log Message
(edit) @937   12 years sam lolunit: rename a few methods for consistency.
(edit) @936   12 years sam lolunit: protect against multiple registration of the same fixture type.
(edit) @934   12 years sam lolunit: rename test runner’s run() method to Run() for consistency.
(edit) @932   12 years sam lolunit: add some comments to document the framework internals.
(edit) @930   12 years sam lolunit: add several helper macros for various comparison checks.
(edit) @929   12 years sam core: add std::ostream operators for vector and matrix classes.
(edit) @928   12 years sam lolunit: tweak output formatting so that it more closely matches CppUnit.
(edit) @927   12 years sam lolunit: add a LOLUNIT_SET_CONTEXT / LOLUNIT_UNSET_CONTEXT macro pair. …
(edit) @926   12 years sam core: handle denormal halfs properly on the PS3; it's denormal floats …
(edit) @925   12 years sam lolunit: reverse the expected/actual logic. CPPUNIT_ASSERT_EQUAL(a, …
(edit) @924   12 years sam lolunit: fix an uninitialised member in TestCase.
(edit) @923   12 years sam core: define FP_USE on exotic architectures.
(edit) @919   12 years sam lolunit: free all the memory we allocated to avoid a minor memory …
(edit) @915   12 years sam core: mediocre workaround for mingw32 who ignores our FP_USE macro.
(edit) @914   12 years sam test: get rid of the need for LOLUNIT_SETUP_FIXTURE().
(edit) @913   12 years sam test: make LolUnit's output match CppUnit's more closely.
(edit) @912   12 years sam test: replace CppUnit with our LolUnit test suite. CppUnit is really …
(edit) @910   12 years sam core: fix a bug on the PS3 version of lol_sin().
(edit) @909   12 years sam core: implement the FP_USE() macro on x86, amd64 and powerpc.
(edit) @908   12 years sam core: avoid returning to memory when giving GCC floating point hints.
(edit) @907   12 years sam debug: various improvements to the test programs.
(edit) @905   12 years sam core: a few compilation fixes for non-GCC compilers.
(edit) @904   12 years sam debug: fix PS3 and Android compilation.
(edit) @903   12 years sam debug: add point sprite examples.
(edit) @902   12 years sam core: fix PS3 compilation; the lol_fdiv implementation was missing.
(edit) @901   12 years sam core: fix an accuracy error in the cos() part of lol_sincos().
(edit) @900   12 years sam core: improve tan() accuracy by tweaking higher order Taylor coefficients.
(edit) @899   12 years sam core: implement accelerated lol_sincos() and lol_tan().
(edit) @898   12 years sam core: slightly reorganise Taylor series in sin() and cos().
(edit) @897   12 years sam core: implement accelerated cos().
(edit) @896   12 years sam core: add a code shortcut for sin() on platforms that have cheap branches.
(edit) @891   12 years sam optim: split the Taylor series calculation into two separate values. …
(edit) @890   12 years sam core: remove one multiplication and one selection from the optimised …
(edit) @888   12 years sam core: minor optimisation in the x86 version of lol_sin() Instead of …
(edit) @885   12 years sam core: start implementing optimised trigonometry functions for PS3 and x86.
(edit) @883   12 years sam core: use <altivec.h> with ppu-gcc, <ppu_altivec_internals.h> with SNC.
(edit) @882   12 years sam core: reactivate half denormals for the PS3. We know we will not have …
(edit) @879   12 years sam core: tune the half precision code so that the best variants are being …
(edit) @877   12 years sam test: improve the benchmark code to measure a lot more half precision …
(edit) @874   12 years sam core: rename half::isnan() etc. to half::is_nan() because "isnan" can …
(edit) @873   12 years sam core: implement array versions of the float / half conversion routines.
(edit) @872   12 years sam core: minor refactoring in the float / half conversions to accomodate …
(edit) @871   12 years sam core: implement new half / float operations and the associated tests.
(edit) @869   12 years sam core: add a half to float conversion routine and utility floating …
(edit) @867   12 years sam core: start working on the "half" type.
(edit) @866   12 years sam core: more vec?i -> ?veci renames.
(edit) @865   12 years sam core: move platform-specific code to specific directories.
(edit) @864   12 years sam android: keep a pointer on the global Java VM instead of the current …
(edit) @863   12 years sam core: rename vec2i to ivec2 etc. to better match GLSL.
(edit) @862   12 years sam core: add a Sprite class to try to factor some common logic currently …
(edit) @861   12 years sam ps3: port the dithering code to Cg. It does not work because …
(edit) @860   12 years sam render: add a Gradient class that will be used for dithering later.
(edit) @859   12 years sam debug: more iOS compilation fixes; GL_VERTEX_ARRAY isn't available.
(edit) @856   12 years sam debug: fix iOS compilation of the debug quad code.
(edit) @855   12 years sam ios: update XCode project and fix a GL test compilation issue.
(edit) @854   12 years sam ps3: port our naive dithering algorithm to the PS3's shader language.
(edit) @853   12 years sam ps3: fix the pad handling code that was ignoring the pad information …
(edit) @851   12 years sam android: fix Android NDK compilation.
(edit) @845   12 years sam ps3: prevent compilation of Ps3Input on other platforms.
(edit) @840   12 years sam ps3: add a build-ps3 script that uses autoconf and automake.
(edit) @839   12 years sam ps3: get rid of the useless and convoluted padutil dependency; the …
(edit) @838   12 years sam ps3: add a simple PS3 input system that currently merely emulates …
(edit) @837   12 years sam emitter: fix wrong velocity value computation in the particles.
(edit) @836   12 years sam android: implement JNI_OnLoad and use Log::Info instead of the native …
(edit) @835   12 years sam image: error reporting in the Android image loading class.
(edit) @833   12 years sam ps3: load textures using the system's PNGDEC module.
(edit) @832   12 years sam shader: factor the uniform handling logic into platform-independent …
(edit) @831   12 years sam gl: implement the PS3 version of our bitmap renderer.
(edit) @830   12 years sam debug: add a debug example with a shader and a uniform matrix …
(edit) @829   12 years sam debug: add new shader tests and write some Cg equivalents on the PS3.
(edit) @828   12 years sam ps3: if the implementation supports Cg but not GLSL (for instance on …
(edit) @823   12 years sam debug: minor updates to the debug quad code.
(edit) @822   12 years sam debug: refactor quad test.
(edit) @821   12 years sam gl: do not call glDeleteBuffers with a zero-length list, it crashes on …
(edit) @820   12 years sam ps3: until we know how to retrieve and change the screen resolution …
(edit) @819   12 years sam debug: make the GL test compile on Android.
(edit) @818   12 years sam ps3: some compilation fixes to accomodate for recent debug additions.
(edit) @815   12 years sam core: fix a bug in vector casts; vec2 -> vec3 promotion for instance …
(edit) @814   12 years sam debug: reset the GL state more aggressively between quad renderings; …
(edit) @810   12 years sam debug: only print the layer and map errors once.
(edit) @809   12 years sam debug: reset texture unit in the GL quad.
(edit) @808   12 years sam gl: initialise Glew in the video setup instead of the SDL app, so we …
(edit) @806   12 years sam debug: add a slightly more complex vertex buffer test quad.
(edit) @803   12 years sam debug: some code cleanup in the quad tests.
(edit) @799   12 years sam shader: check that the shader really failed to compile before …
(edit) @798   12 years sam core: fix a typo in the Win32 timer code.
(edit) @796   12 years sam gl: use Glew if available.
(edit) @792   12 years sam tiler: ensure AddTile() and BlitTile() accept vec3i arguments.
(edit) @790   12 years sam tileset: replace the Tiler ID system with real TileSet objects. The …
(edit) @789   12 years sam core: Dict::RemoveSlot can now directly remove an Entity.
(edit) @787   12 years sam tiler: Tiler::GetSize can now return a different value for different tiles.
(edit) @784   12 years sam video: move the last shader from the Video class to Scene itself.
(edit) @783   12 years sam build: put debug stuff and shader stuff in subdirectories.
(edit) @782   12 years sam build: check for glBegin, which we won't end up using anyway.
(edit) @781   12 years sam sdl: fix touchscreen event handling by first applying mouse moves, …
(edit) @780   12 years sam android: compilation fixes for recent engine changes.
(edit) @779   12 years sam debug: add GLSL 1.20 and 1.30 shaders to the debug quad.
(edit) @778   12 years sam shader: check CRC before patching the shader and fix vertex shaders …
(edit) @777   12 years sam debug: convert debug quad shaders to GLSL 1.30.
(edit) @776   12 years sam shader: support most standard parameters in the shader patcher.
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