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