Sam Hocevar
|
64f6c5818b
|
test: that cast was necessary, after all...
|
vor 12 Jahren |
Sam Hocevar
|
54f74a1b20
|
win32: some compilation fixes here and there.
|
vor 12 Jahren |
Sam Hocevar
|
03250fa321
|
test: remove a useless cast.
|
vor 12 Jahren |
Sam Hocevar
|
db728e48fe
|
threads: change Queue to a template so that we can manage the element type.
|
vor 12 Jahren |
Sam Hocevar
|
0a52e68f6f
|
math: rename matrix.h to vector.h and simplify some stuff, especially in
the matrix code itself.
|
vor 13 Jahren |
Sam Hocevar
|
57df2357de
|
math: try to implement the magic getter/setter pattern. BREAKS BUILD.
|
vor 13 Jahren |
Sam Hocevar
|
d38a79ee3d
|
math: move most vector and matrix member functions to global functions.
|
vor 13 Jahren |
Sam Hocevar
|
bed5dea0c0
|
math: implement ulp() for reals, which returns the smallest real y > 0 such
that x + y != x, and nextafter() which behaves like the C function.
|
vor 13 Jahren |
Sam Hocevar
|
d763474c0b
|
lolremez: release LolRemez 0.2.
|
vor 13 Jahren |
Sam Hocevar
|
dfdff977c1
|
math: significant performance improvements in the Remez solver.
|
vor 13 Jahren |
Sam Hocevar
|
c4bad581a2
|
math: write a faster factorial method for use in exp() and sin(). These
functions are now about 20% faster.
|
vor 13 Jahren |
Sam Hocevar
|
9f9566bdb6
|
lolremez: distribute Visual Studio files with LolRemez.
|
vor 13 Jahren |
Sam Hocevar
|
366644d43c
|
real: get rid of <<= and >>= operators; we can use ldexp() instead. As a
bonus, multiplication or division by a power of two will be optimised as
a shift of the exponent.
|
vor 13 Jahren |
Sam Hocevar
|
df39a0cedd
|
math: make everything clean for a LolRemez release.
|
vor 13 Jahren |
Sam Hocevar
|
48bf48a4e4
|
math: move the Remez algorithm implementation to the core.
|
vor 13 Jahren |
Sam Hocevar
|
f56c72c53d
|
core: fix the sign of a negative real number raised to an even power, and
add the corresponding unit test.
|
vor 13 Jahren |
Sam Hocevar
|
992c198a66
|
core: allow to build a real number using a string literal.
|
vor 13 Jahren |
Sam Hocevar
|
3283dfc011
|
build: minor reorganisation of the sandbox code.
|
vor 13 Jahren |
Sam Hocevar
|
2d3ee50da3
|
test: do not test for strict doubles equality in quaternion unit test.
|
vor 13 Jahren |
Sam Hocevar
|
3d3ec36548
|
core: start working on the Emcee class.
|
vor 13 Jahren |
Sam Hocevar
|
215b6c2065
|
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, and
increase the maximum iteration count to 340.
|
vor 13 Jahren |
Sam Hocevar
|
608f52eefb
|
test: proper multithreading in the Mandelbrot tutorial.
|
vor 13 Jahren |
Sam Hocevar
|
94f5450399
|
test: minor tuning, esp. for the PS3.
|
vor 13 Jahren |
Sam Hocevar
|
0a113459a5
|
ps3: start implementing the PS3 threading system, and port the new
Mandelbrot shader code to Cg.
|
vor 13 Jahren |
Sam Hocevar
|
b5cc7b7877
|
tutorial: work around i915 driver limitations in the Mandelbrot viewer shader.
|
vor 13 Jahren |
Sam Hocevar
|
5adaccac91
|
test: make namespace usage less intrusive in math examples.
|
vor 13 Jahren |
Sam Hocevar
|
6640cacd29
|
tutorial: smarter register and instruction usage in the Mandelbrot zooming
shader.
|
vor 13 Jahren |
Sam Hocevar
|
222401ad97
|
tutorial: simplify the Mandelbrot viewing shader in the hope that it will
work on i915 cards.
|
vor 13 Jahren |
Sam Hocevar
|
0a669f9c49
|
tutorial: make the GLSL Mandelbrot shader completely branchless.
|
vor 13 Jahren |
Sam Hocevar
|
e5df84100b
|
nacl: quick and dirty mouse support.
|
vor 13 Jahren |
Sam Hocevar
|
b7f21d3d49
|
tutorial: fix texel offset issues in the fractal zoomer.
|
vor 13 Jahren |
Sam Hocevar
|
07520f26f2
|
nacl: workaround for ANGLE issue #258 where GLSL mod() is badly translated
in HLSL.
|
vor 13 Jahren |
Sam Hocevar
|
6743bb45cd
|
nacl: the Mandelbrot zoomer is starting to work on NaCl.
|
vor 13 Jahren |
Sam Hocevar
|
2edb8115e6
|
core: port all code to NativeClient. Nothing runs for now, but it builds.
|
vor 13 Jahren |
Sam Hocevar
|
aab3fb7c45
|
tutorial: progressive zoom in the Mandelbrot viewer.
|
vor 13 Jahren |
Sam Hocevar
|
7f096b61e4
|
tutorial: look into previous frames for data when zooming in the Mandelbrot
viewer using only the shader.
|
vor 13 Jahren |
Sam Hocevar
|
f9323a8a89
|
tutorial: get the Mandelbrot viewer to run on OS X.
|
vor 13 Jahren |
Sam Hocevar
|
ec705032ad
|
ps3: fix a performance issue in the Mandelbrot viewer texture upload.
|
vor 13 Jahren |
Sam Hocevar
|
aa4bde4a60
|
ps3: fix a typo causing a compilation error.
|
vor 13 Jahren |
Sam Hocevar
|
08e3ee64ad
|
tutorial: create texture with the proper format and type on the PS3.
|
vor 13 Jahren |
Sam Hocevar
|
790f3783d2
|
tutorial: port the new Mandelbrot shader to Cg.
|
vor 13 Jahren |
Sam Hocevar
|
7ba6e2bb29
|
tutorial: the Mandelbrot viewer now queries the nearest pixel of each
slice, and averages the results. This gives us almost free antialiasing,
since all these queries will need to be done anyway for raytracing.
|
vor 13 Jahren |
Sam Hocevar
|
adf0dfcc7e
|
tutorial: decorrelate window size and texture size in the Mandelbrot viewer.
|
vor 13 Jahren |
Sam Hocevar
|
ebefc041b5
|
tutorial: replace log() calls with fast approximations.
|
vor 13 Jahren |
Sam Hocevar
|
5d42f27259
|
tutorial: port the Mandelbrot dithering shader to Cg.
|
vor 13 Jahren |
Sam Hocevar
|
57a2833985
|
tutorial: try to send data to the GPU that matches the internal format.
|
vor 13 Jahren |
Sam Hocevar
|
20f67433ef
|
tutorial: use a palette for the rendering; it gives us free dithering and
gains 10 milliseconds in the game tick.
|
vor 13 Jahren |
Sam Hocevar
|
e5dcf4dd2a
|
tutorial: try to reduce the blur effect; now it's pixelated...
|
vor 13 Jahren |
Sam Hocevar
|
862e05f716
|
tutorial: clamp zoom values in the Mandelbrot viewer.
|
vor 13 Jahren |
Sam Hocevar
|
849461fb6f
|
tutorial: navigate in the fractal using the mouse.
|
vor 13 Jahren |