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