source: trunk/test

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Diff Rev Age Author Log Message
(edit) @1310   10 years sam core: tick methods now use seconds, like any sane system.
(edit) @1309   10 years sam core: make timers second-based rather than millisecond-based.
(edit) @1305   10 years sam math: chage quaternion constructor to wxyz order because it matches …
(edit) @1300   10 years sam core: prefix some member variables with m_ for clarity.
(edit) @1294   10 years sam test: add unit tests for the Array class.
(edit) @1291   10 years sam build: fix the PS3 cross-build; variable name expansion was causing …
(edit) @1269   10 years sam core: use operator<< instead of operator+= to append stuff to arrays, …
(edit) @1257   10 years sam math: add inversion code for 2×2 and 3×3 matrices, and transposition …
(edit) @1255   10 years sam tutorial: fix the inconsistent vertex counting.
(edit) @1248   10 years sam tutorial: get rid of a hardcoded value.
(edit) @1247   10 years sam gpu: abstraction class for index buffers; the cube tutorial no longer …
(edit) @1243   10 years sam core: add a simple Array template class.
(edit) @1242   10 years sam tutorial: some refactoring in the tutorials.
(edit) @1241   10 years sam gpu: fix a great lot of Direct3D problems, spotted using PIX.
(edit) @1238   10 years sam tutorial: use an interleaved vertex/color buffer.
(edit) @1236   10 years sam gpu: replace exit(0) in D3D error checks with lol::Abort().
(edit) @1233   10 years sam gpu: add an Unbind() method for textures for clean up. Unfortunately …
(edit) @1231   10 years sam gpu: move the platform-specific triangle drawing call to the …
(edit) @1229   10 years sam build: minor Windows compilation fixes.
(edit) @1228   10 years sam gpu: port the vertex buffer abstraction layer to OpenGL.
(edit) @1227   10 years sam gpu: implement vertex buffer streams for Direct3D. OpenGL is missing …
(edit) @1226   10 years sam gpu: refactor the vertex declaration code to allow several vertex streams.
(edit) @1224   10 years sam gpu: start working on a template-based vertex buffer class.
(edit) @1218   10 years sam tutorial: fix a compilation error and remove now useless vector type casts.
(edit) @1216   10 years sam tutorial: fix the texture swizzling for the fractal viewer on Xbox 360.
(edit) @1215   10 years sam gpu: add support for integer uniforms and fix a few PS3 and Linux …
(edit) @1214   10 years sam win32: the uniform handling code was completely broken; we now …
(edit) @1213   10 years sam win32: add Direct3D texture creation code in the fractal zoomer. …
(edit) @1208   10 years sam win32: start porting the graphical backend to DirectX 9. Apparently I …
(edit) @1197   10 years sam tutorial: fix unbalanced parenthesis breaking compilation.
(edit) @1196   10 years sam tutorial: port the rotating cube tutorial to the Xbox 360 and tweak …
(edit) @1194   10 years sam xbox: fix a few problems in the shader handling code; the first …
(edit) @1192   10 years sam test: fix uninitialised member variable.
(edit) @1189   10 years sam build: major refactoring of the Win32 and Xbox project files; we now …
(edit) @1179   10 years sam win32: add a lot of DirectX stubs.
(edit) @1178   10 years sam win32: a few compilation fixes, including GDI+ linking properly now.
(edit) @1172   10 years sam test: fix logic bugs in two tutorials.
(edit) @1165   10 years gary win32: fix Visual Studio compilation and link issues.
(edit) @1163   10 years sam math: ensure real::fabs() is never chosen over std::fabs() for …
(edit) @1162   10 years gary win32: various compilation fixes, mostly project updates, but also a …
(edit) @1147   10 years sam test: that cast was necessary, after all…
(edit) @1146   10 years sam win32: some compilation fixes here and there.
(edit) @1145   10 years sam test: remove a useless cast.
(edit) @1144   10 years sam threads: change Queue to a template so that we can manage the element type.
(edit) @1139   10 years sam math: rename matrix.h to vector.h and simplify some stuff, especially …
(edit) @1136   10 years sam math: try to implement the magic getter/setter pattern. BREAKS BUILD.
(edit) @1135   10 years sam math: move most vector and matrix member functions to global functions.
(edit) @1130   10 years sam math: implement ulp() for reals, which returns the smallest real y > 0 …
(edit) @1129   10 years sam lolremez: release LolRemez 0.2.
(edit) @1127   10 years sam math: significant performance improvements in the Remez solver.
(edit) @1126   10 years sam math: write a faster factorial method for use in exp() and sin(). …
(edit) @1124   10 years gary lolremez: distribute Visual Studio files with LolRemez.
(edit) @1122   10 years sam real: get rid of <<= and >>= operators; we can use ldexp() instead. As …
(edit) @1119   10 years sam math: make everything clean for a LolRemez release.
(edit) @1117   10 years sam math: move the Remez algorithm implementation to the core.
(edit) @1116   10 years sam core: fix the sign of a negative real number raised to an even power, …
(edit) @1115   10 years sam core: allow to build a real number using a string literal.
(edit) @1112   10 years gary build: minor reorganisation of the sandbox code.
(edit) @1107   10 years sam test: do not test for strict doubles equality in quaternion unit test.
(edit) @1105   10 years sam core: start working on the Emcee class.
(edit) @1104   10 years sam test: unroll the Mandelbrot loop to gain a few milliseconds per frame, …
(edit) @1102   10 years sam test: proper multithreading in the Mandelbrot tutorial.
(edit) @1100   10 years gary test: minor tuning, esp. for the PS3.
(edit) @1097   10 years sam ps3: start implementing the PS3 threading system, and port the new …
(edit) @1092   10 years sam tutorial: work around i915 driver limitations in the Mandelbrot viewer …
(edit) @1091   10 years sam test: make namespace usage less intrusive in math examples.
(edit) @1090   10 years sam tutorial: smarter register and instruction usage in the Mandelbrot …
(edit) @1089   10 years sam tutorial: simplify the Mandelbrot viewing shader in the hope that it …
(edit) @1088   10 years sam tutorial: make the GLSL Mandelbrot shader completely branchless.
(edit) @1087   10 years sam nacl: quick and dirty mouse support.
(edit) @1086   10 years sam tutorial: fix texel offset issues in the fractal zoomer.
(edit) @1085   10 years sam nacl: workaround for ANGLE issue #258 where GLSL mod() is badly …
(edit) @1084   10 years sam nacl: the Mandelbrot zoomer is starting to work on NaCl.
(edit) @1082   10 years sam core: port all code to NativeClient. Nothing runs for now, but it builds.
(edit) @1079   10 years sam tutorial: progressive zoom in the Mandelbrot viewer.
(edit) @1078   10 years sam tutorial: look into previous frames for data when zooming in the …
(edit) @1077   10 years sam tutorial: get the Mandelbrot viewer to run on OS X.
(edit) @1076   10 years gary ps3: fix a performance issue in the Mandelbrot viewer texture upload.
(edit) @1075   10 years sam ps3: fix a typo causing a compilation error.
(edit) @1074   10 years gary tutorial: create texture with the proper format and type on the PS3.
(edit) @1073   10 years gary tutorial: port the new Mandelbrot shader to Cg.
(edit) @1072   10 years sam tutorial: the Mandelbrot viewer now queries the nearest pixel of each …
(edit) @1071   10 years sam tutorial: decorrelate window size and texture size in the Mandelbrot …
(edit) @1070   10 years sam tutorial: replace log() calls with fast approximations.
(edit) @1069   10 years gary tutorial: port the Mandelbrot dithering shader to Cg.
(edit) @1068   10 years sam tutorial: try to send data to the GPU that matches the internal format.
(edit) @1067   10 years sam tutorial: use a palette for the rendering; it gives us free dithering …
(edit) @1066   10 years sam tutorial: try to reduce the blur effect; now it's pixelated…
(edit) @1065   10 years sam tutorial: clamp zoom values in the Mandelbrot viewer.
(edit) @1064   10 years sam tutorial: navigate in the fractal using the mouse.
(edit) @1062   10 years sam tutorial: speed up texture uploads in the Mandelbrot viewer by only …
(edit) @1061   10 years sam tutorial: speed up Mandelbrot zoomer by only updating one pixel out of …
(edit) @1060   10 years sam tutorial: zoom automatically in the fractal viewer.
(edit) @1058   10 years gary tutorial: port Mandelbrot tutorial to the PS3.
(edit) @1056   10 years sam tutorial: properly implement continuous color in the Mandelbrot viewer.
(edit) @1055   10 years gary tutorial: continuous color in the Mandelbrot viewer.
(edit) @1054   10 years sam test: create the bases for a new tutorial, with texture uploads.
(edit) @1052   10 years sam core: implement complex numbers and add unit tests for these.
(edit) @1050   10 years sam test: fix OS X compilation; we still need SDLmain.a on that platform.
(edit) @1049   10 years sam test: add missing quaternion unit tests.
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