Timeline



Mar 28, 2011:

1:31 AM Changeset [750] by sam
monsterz: do not display mouse pointer or grab handle on touch devices.
1:31 AM Changeset [749] by sam
ui: add a Platform class to query information about the current …
1:31 AM Changeset [748] by sam
core: fix include guard naming scheme.
1:31 AM Changeset [747] by sam
video: play with random dithering.
1:31 AM Changeset [746] by sam
monsterz: perform move as soon as the grabbed piece is close to its …

Mar 22, 2011:

2:35 PM Blog: The Lol Engine Blog edited by sam

Mar 20, 2011:

7:04 PM WikiStart edited by sam
(diff)
6:56 PM Blog: Understanding fast float/integer conversions edited by sam
6:55 PM Blog: Understanding fast float/integer conversions created by sam
1:50 PM AMD Athlon x86 Code Optimization Guide.pdf attached to dev/optim/micro by sam
1:46 PM dev/optim/micro created by sam
1:44 PM dev/optim created by sam
1:43 PM dev edited by sam
(diff)

Mar 19, 2011:

12:52 PM Changeset [745] by sam
video: enforce shader-enabled GL implementations, getting rid of a lot …

Mar 18, 2011:

11:49 PM WikiStart edited by sam
(diff)

Mar 14, 2011:

2:40 AM Changeset [744] by sam
android: use GLES2 instead of GLES.
2:40 AM Changeset [743] by sam
monsterz: disable the fusion mode for now.
2:40 AM Changeset [742] by sam
video: make the dithering shader work with GLES2.
2:40 AM Changeset [741] by sam
video: fix a syntax error in the default vertex shader.
2:40 AM Changeset [740] by sam
monsterz: create a Score class to display the score text and increment …

Mar 13, 2011:

1:58 AM Changeset [739] by sam
ios: clean up code.
1:22 AM Changeset [738] by sam
build: remove duplicate source list in the Android makefiles.
1:22 AM Changeset [737] by sam
monsterz: some refactoring in the Piece and Board classes.
1:22 AM Changeset [736] by sam
video: 8×8 Bresenham dithering (still deactivated).
1:22 AM Changeset [735] by sam
core: get rid of now useless <cstdio> includes.
1:22 AM Changeset [734] by sam
core: create a logger class to reduce printf usage.

Mar 11, 2011:

3:26 PM Blog: Fuck you, Microsoft: the environment variable windows edited by sam
3:26 PM Blog: Fuck you, Microsoft: the environment variable windows edited by sam
3:25 PM fuck-vista-4.png attached to Blog: Fuck you, Microsoft: the environment variable windows by sam
3:23 PM Blog: Fuck you, Microsoft: the environment variable windows created by sam
initial post
2:08 PM doc/classes/map created by sam
2:08 PM doc/classes/layer created by sam
2:08 PM doc/classes/tiler created by sam
2:07 PM doc/classes/tileset created by sam
2:07 PM doc/classes created by sam
2:06 PM doc created by sam
1:26 AM Blog: Build and run Android NDK applications without Eclipse created by sam
first version

Mar 9, 2011:

12:32 AM Changeset [732] by sam
Remove user-generated files.
12:32 AM Changeset [731] by sam
ios: add cleaned up XCode project.

Mar 8, 2011:

11:52 PM Changeset [730] by sam
video: add deactivated shader code for 4x4 Bayer dithering.
11:52 PM Changeset [729] by sam
core: fix uninitialised WorldEntity members.
3:59 PM WikiStart edited by sam
(diff)
3:43 PM WikiStart edited by sam
(diff)

Mar 7, 2011:

7:05 PM Changeset [728] by sam
gl: reactivate depth test and blending on GLES 1.x.
7:05 PM Changeset [727] by sam
android: enforce fullscreen on Android until we have several layouts.

Mar 6, 2011:

11:49 PM Changeset [726] by sam
ios: get texture loading to work, somehow.
10:46 PM Changeset [725] by sam
ios: texture loading test.
4:05 PM Changeset [724] by sam
gl: use glActiveTexture() instead of glClientActiveTexture() to match …
4:04 PM Changeset [723] by sam
core: fix a few compilation errors and warnings on OS X.

Mar 4, 2011:

5:03 PM Changeset [722] by sam
android: use assets instead of resources. They're almost the same.
5:03 PM Changeset [721] by sam
android: run fullscreen by default.
2:54 PM Blog: Fuck you, Microsoft: near and far macros edited by sam
2:52 PM Blog: Load PNGs from assets using Android NDK edited by sam
code formatting
1:48 PM Blog: The Lol Engine Blog edited by sam
1:44 PM Blog: Fuck you, Microsoft: near and far macros created by sam
initial version
1:42 PM Blog: Load PNGs from assets using Android NDK edited by sam
use assets instead of resources

Mar 3, 2011:

4:59 PM WikiStart edited by sam
link to blog posts (diff)
1:07 AM Changeset [720] by sam
android: add the whole Android project; will clean up later.
1:07 AM Changeset [719] by sam
android: JNI hooks for single touch input.

Mar 2, 2011:

9:10 PM Blog: Load PNGs from resources using Android NDK edited by sam
link to the androgeek article
4:32 PM Blog: Load PNGs from resources using Android NDK edited by sam
1:17 PM Blog: Load PNGs from resources using Android NDK edited by sam
1:14 PM Blog: Load PNGs using Android NDK edited by sam
10:49 AM Blog: Load PNGs using Android NDK edited by sam
4:02 AM Blog: Load PNGs using Android NDK created by sam
2:54 AM WikiStart edited by sam
features (diff)
2:02 AM Blog: The Lol Engine Blog edited by sam
2:01 AM Blog: About the Lol Engine Blog created by sam
1:24 AM WikiStart edited by sam
talk about private area (diff)

Mar 1, 2011:

7:02 PM Changeset [714] by sam
android: move the PNG loading test into the Image class. It now works.
12:00 PM dev/android/bugs created by sam
1:13 AM Changeset [712] by sam
android: Add a method for PNG loading. Highly hackish for now.
1:13 AM Changeset [711] by sam
build: look for libpng, even though we don't use it yet.
1:13 AM Changeset [710] by sam
android: Use thiz instead of that in JNI code.

Feb 28, 2011:

7:02 PM Changeset [709] by sam
No longer use DebugQuad() in the AndroidApp, we now know it works.
7:02 PM Changeset [708] by sam
Basic utility function to display matrices.
7:02 PM Changeset [707] by sam
Work around a bug in the Android emulator that doesn't let us query …
6:03 PM dev edited by sam
(diff)
3:26 AM Changeset [706] by sam
Add AndroidAdd to the VCS. Far from being usable for now.
3:26 AM Changeset [705] by sam
Various changes to the Scene class. Not sure what's useful.
3:26 AM Changeset [704] by sam
Use glClientActiveTexture() wherever it appears to make sense.
3:26 AM Changeset [703] by sam
Add transparency to DebugQuad and ensure it gets rendered over everything.
3:26 AM Changeset [702] by sam
The DebugQuad object now rotates with time.
3:26 AM Changeset [701] by sam
Add texturing support to DebugQuad. Works with OpenGL (fixed pipeline …
3:26 AM Changeset [700] by sam
Replace #-style comments with dnl-style ones.
3:26 AM Changeset [699] by sam
Add a DebugQuad class for simple feature testing.
3:26 AM Changeset [698] by sam
Enable GL_TEXTURE_2D in the Scene class instead of Video.
3:26 AM Changeset [697] by sam
Remove the Android hack, we can control it from the NDK build scripts.
3:25 AM Changeset [696] by sam
Merge all debug entity includes in <loldebug.h>.
3:25 AM Changeset [695] by sam
Use EglApp instead of SdlApp under GLES 2.
3:25 AM Changeset [694] by sam
Fix a typo in the optimisation flags.

Feb 26, 2011:

11:34 AM Changeset [693] by sam
Reduce optimisation strength in debug mode.
11:34 AM Changeset [692] by sam
Define a few user profilers.
11:33 AM Changeset [691] by sam
Fix delete/free confusions in EglApp and SdlApp.
Note: See TracTimeline for information about the timeline view.