source: trunk

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Diff Rev Age Author Log Message
(edit) @744   11 years sam android: use GLES2 instead of GLES.
(edit) @743   11 years sam monsterz: disable the fusion mode for now.
(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) @740   11 years sam monsterz: create a Score class to display the score text and increment …
(edit) @739   11 years sam ios: clean up code.
(edit) @738   11 years sam build: remove duplicate source list in the Android makefiles.
(edit) @737   11 years sam monsterz: some refactoring in the Piece and Board classes.
(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) @732   11 years sam Remove user-generated files.
(edit) @731   11 years sam ios: add cleaned up XCode project.
(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) @722   11 years sam android: use assets instead of resources. They're almost the same.
(edit) @721   11 years sam android: run fullscreen by default.
(edit) @720   11 years sam android: add the whole Android project; will clean up later.
(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) @711   11 years sam build: look for libpng, even though we don't use it yet.
(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) @700   11 years sam Replace #-style comments with dnl-style ones.
(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) @695   11 years sam Use EglApp instead of SdlApp under GLES 2.
(edit) @694   11 years sam Fix a typo in the optimisation flags.
(edit) @693   11 years sam Reduce optimisation strength in debug mode.
(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) @684   11 years sam If only GLES is available, create an EglApp instead of an SdlApp.
(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.
(edit) @655   11 years sam Fix a nasty bug in the float4x4::frustum() computation.
(edit) @654   11 years sam More shader crap. We can now display a coloured quad. Still disabled.
(edit) @653   11 years sam More shader crap for GLSL 1.30. Still disabled.
(edit) @652   11 years sam Implement float4x4::frustum() and float4x4::perspective() to build …
(edit) @651   11 years sam Make the float4x4 constructor fill only the matrix's diagonal. Thus …
(edit) @650   11 years sam Fix shader crap syntax, caused by space-like UTF-8 characters.
(edit) @649   11 years sam Shader tests. Disabled for now.
(edit) @648   11 years sam Add matrix determinant and inverse methods.
(edit) @647   11 years sam Switch debug sphere rendering method to vertex buffer objects.
(edit) @646   11 years sam Ensure the DebugFps object is rendered in front of everything else.
(edit) @645   11 years sam Switch scene rendering method to vertex buffer objects.
(edit) @644   11 years sam Disable -O2 when in debug mode, and disable -g when in release mode.
(edit) @643   11 years sam Do not zero vector memory upon initialisation. Unitialised is …
(edit) @642   11 years sam Add an optional cppunit dependency for unit tests.
(edit) @641   11 years sam Create a few matrix handling classes and operators.
(edit) @639   11 years sam Make font objects use the TileSet system and fix the text objects' Z …
(edit) @638   11 years sam Only link with -lGL if present on the system. Fixes the MinGW build.
(edit) @637   11 years sam Allow to query for a tileset's size and/or number of tiles.
(edit) @636   11 years sam Fix the SDL timer behaviour. Fixes ticket #26.
(edit) @635   11 years sam Now that liblol.a is no longer in target_LDADD due to libtool argument …
(edit) @634   11 years sam Retitle some main nav buttons.
(edit) @633   11 years sam TileSets can now be initialised either using the tile size, or the …
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