

@1412

10 years 
sam 
test: add most of the GLSL grammar.



@1411

10 years 
sam 
test: add more GLSL and HLSL keywords to our grammar.



@1410

10 years 
sam 
test: some grammar tweaks.



@1409

10 years 
sam 
test: start working on a lexer/parser for LolFx using flex and bison.



@1406

10 years 
sam 
gpu: start working on the LolFx format.



@1403

10 years 
sam 
build: ensure .lolfx.cpp files get cleaned up.



@1395

10 years 
sam 
test: add a few unit tests for datatype sanity.



@1392

10 years 
sam 
misc: move more shaders to .lolfx files.



@1385

10 years 
sam 
gpu: allow to load a .lolfx file instead of all those shaders.



@1369

10 years 
sam 
math: replace len(vec) with length(vec) to match the GLSL naming.



@1345

10 years 
sam 
core: allow to concatenate arrays, and add unit tests for that.



@1341

10 years 
sam 
math: allow to write 1.f / q to take a quaternion's inverse.



@1328

10 years 
sam 
core: the Array class now properly works with nonPOD types.



@1326

10 years 
sam 
core: rename Array::Append() to Array::Push() for brevity and …



@1321

10 years 
sam 
test: add matrix determinant and quaternion norm checks in the unit tests.



@1320

10 years 
sam 
math: replace mat3::rotate(quat) with an explicit constructor, and add …



@1318

10 years 
sam 
test: add several unit tests for rotations with matrices and quaternions.



@1310

10 years 
sam 
core: tick methods now use seconds, like any sane system.



@1309

10 years 
sam 
core: make timers secondbased rather than millisecondbased.



@1305

10 years 
sam 
math: chage quaternion constructor to wxyz order because it matches …



@1300

10 years 
sam 
core: prefix some member variables with m_ for clarity.



@1294

10 years 
sam 
test: add unit tests for the Array class.



@1291

10 years 
sam 
build: fix the PS3 crossbuild; variable name expansion was causing …



@1269

10 years 
sam 
core: use operator<< instead of operator+= to append stuff to arrays, …



@1257

10 years 
sam 
math: add inversion code for 2×2 and 3×3 matrices, and transposition …



@1255

10 years 
sam 
tutorial: fix the inconsistent vertex counting.



@1248

10 years 
sam 
tutorial: get rid of a hardcoded value.



@1247

10 years 
sam 
gpu: abstraction class for index buffers; the cube tutorial no longer …



@1243

10 years 
sam 
core: add a simple Array template class.



@1242

10 years 
sam 
tutorial: some refactoring in the tutorials.



@1241

10 years 
sam 
gpu: fix a great lot of Direct3D problems, spotted using PIX.



@1238

10 years 
sam 
tutorial: use an interleaved vertex/color buffer.



@1236

10 years 
sam 
gpu: replace exit(0) in D3D error checks with lol::Abort().



@1233

10 years 
sam 
gpu: add an Unbind() method for textures for clean up. Unfortunately …



@1231

10 years 
sam 
gpu: move the platformspecific triangle drawing call to the …



@1229

10 years 
sam 
build: minor Windows compilation fixes.



@1228

10 years 
sam 
gpu: port the vertex buffer abstraction layer to OpenGL.



@1227

10 years 
sam 
gpu: implement vertex buffer streams for Direct3D. OpenGL is missing …



@1226

10 years 
sam 
gpu: refactor the vertex declaration code to allow several vertex streams.



@1224

10 years 
sam 
gpu: start working on a templatebased vertex buffer class.



@1218

10 years 
sam 
tutorial: fix a compilation error and remove now useless vector type casts.



@1216

10 years 
sam 
tutorial: fix the texture swizzling for the fractal viewer on Xbox 360.



@1215

10 years 
sam 
gpu: add support for integer uniforms and fix a few PS3 and Linux …



@1214

10 years 
sam 
win32: the uniform handling code was completely broken; we now …



@1213

10 years 
sam 
win32: add Direct3D texture creation code in the fractal zoomer. …



@1208

10 years 
sam 
win32: start porting the graphical backend to DirectX 9. Apparently I …



@1197

10 years 
sam 
tutorial: fix unbalanced parenthesis breaking compilation.



@1196

10 years 
sam 
tutorial: port the rotating cube tutorial to the Xbox 360 and
tweak …



@1194

10 years 
sam 
xbox: fix a few problems in the shader handling code; the first …



@1192

10 years 
sam 
test: fix uninitialised member variable.



@1189

10 years 
sam 
build: major refactoring of the Win32 and Xbox project files; we now …



@1179

10 years 
sam 
win32: add a lot of DirectX stubs.



@1178

10 years 
sam 
win32: a few compilation fixes, including GDI+ linking properly now.



@1172

10 years 
sam 
test: fix logic bugs in two tutorials.



@1165

10 years 
gary 
win32: fix Visual Studio compilation and link issues.



@1163

10 years 
sam 
math: ensure real::fabs() is never chosen over std::fabs() for …



@1162

10 years 
gary 
win32: various compilation fixes, mostly project updates, but also a …



@1147

10 years 
sam 
test: that cast was necessary, after all…



@1146

10 years 
sam 
win32: some compilation fixes here and there.



@1145

10 years 
sam 
test: remove a useless cast.



@1144

10 years 
sam 
threads: change Queue to a template so that we can manage the element type.



@1139

10 years 
sam 
math: rename matrix.h to vector.h and simplify some stuff, especially …



@1136

10 years 
sam 
math: try to implement the magic getter/setter pattern. BREAKS BUILD.



@1135

10 years 
sam 
math: move most vector and matrix member functions to global functions.



@1130

10 years 
sam 
math: implement ulp() for reals, which returns the smallest real y > 0 …



@1129

10 years 
sam 
lolremez: release LolRemez 0.2.



@1127

10 years 
sam 
math: significant performance improvements in the Remez solver.



@1126

10 years 
sam 
math: write a faster factorial method for use in exp() and sin(). …



@1124

10 years 
gary 
lolremez: distribute Visual Studio files with LolRemez.



@1122

10 years 
sam 
real: get rid of <<= and >>= operators; we can use ldexp() instead. As …



@1119

10 years 
sam 
math: make everything clean for a LolRemez release.



@1117

10 years 
sam 
math: move the Remez algorithm implementation to the core.



@1116

10 years 
sam 
core: fix the sign of a negative real number raised to an even power, …



@1115

10 years 
sam 
core: allow to build a real number using a string literal.



@1112

10 years 
gary 
build: minor reorganisation of the sandbox code.



@1107

10 years 
sam 
test: do not test for strict doubles equality in quaternion unit test.



@1105

10 years 
sam 
core: start working on the Emcee class.



@1104

10 years 
sam 
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, …



@1102

10 years 
sam 
test: proper multithreading in the Mandelbrot tutorial.



@1100

10 years 
gary 
test: minor tuning, esp. for the PS3.



@1097

10 years 
sam 
ps3: start implementing the PS3 threading system, and port the new …



@1092

10 years 
sam 
tutorial: work around i915 driver limitations in the Mandelbrot viewer …



@1091

10 years 
sam 
test: make namespace usage less intrusive in math examples.



@1090

10 years 
sam 
tutorial: smarter register and instruction usage in the Mandelbrot …



@1089

10 years 
sam 
tutorial: simplify the Mandelbrot viewing shader in the hope that it …



@1088

10 years 
sam 
tutorial: make the GLSL Mandelbrot shader completely branchless.



@1087

10 years 
sam 
nacl: quick and dirty mouse support.



@1086

10 years 
sam 
tutorial: fix texel offset issues in the fractal zoomer.



@1085

10 years 
sam 
nacl: workaround for ANGLE issue #258 where GLSL mod() is badly …



@1084

10 years 
sam 
nacl: the Mandelbrot zoomer is starting to work on NaCl.



@1082

10 years 
sam 
core: port all code to NativeClient. Nothing runs for now, but it builds.



@1079

10 years 
sam 
tutorial: progressive zoom in the Mandelbrot viewer.



@1078

10 years 
sam 
tutorial: look into previous frames for data when zooming in the …



@1077

10 years 
sam 
tutorial: get the Mandelbrot viewer to run on OS X.



@1076

10 years 
gary 
ps3: fix a performance issue in the Mandelbrot viewer texture upload.



@1075

10 years 
sam 
ps3: fix a typo causing a compilation error.



@1074

10 years 
gary 
tutorial: create texture with the proper format and type on the PS3.



@1073

10 years 
gary 
tutorial: port the new Mandelbrot shader to Cg.



@1072

10 years 
sam 
tutorial: the Mandelbrot viewer now queries the nearest pixel of each …



@1071

10 years 
sam 
tutorial: decorrelate window size and texture size in the Mandelbrot …


