97 次代码提交 (12aaff89e37cc7ac522f7cc3ace7f60f6ee7c1af)

作者 SHA1 备注 提交日期
  Sam Hocevar fe665f85b4 base: strip core.h from its contents and put it in public/private headers. 10 年前
  Sam Hocevar 3862ad59dc base: going on a lowercase rampage; today’s victim: Array. 10 年前
  Sam Hocevar 12d249f3fa image: add Convolution() method, with optimisation for separable filters. 10 年前
  Sam Hocevar da6b3d5cd0 scenegraph: Entity::TickDraw() now provides a reference to the current 10 年前
  Sam Hocevar 227411f337 image: refactor codecs so that they no longer store anything in the image 10 年前
  Sam Hocevar f455f0e2d1 image: start reworking the Image class to properly split the pixel handling 10 年前
  Sam Hocevar d16595a0bc image: some refactoring of the Image class. Not final. 10 年前
  Sam Hocevar 44dec8612e core: fix minor Windows and Raspberry compilation issues. 10 年前
  Benjamin ‘Touky’ Huet f5e37a4337 AddedSprite_sorter stores parameters now. 10 年前
  Benjamin ‘Touky’ Huet a78293bf92 tileset zoom fix -sowwwwy- 10 年前
  Benjamin ‘Touky’ Huet 58a0c1001a ThreadManager is now an entity, it's awesooooome 10 年前
  Benjamin ‘Touky’ Huet 3d4b3d53c3 Added bunch of stuff on threads and images. 10 年前
  Sam Hocevar c9b8ff54a1 misc: some refactoring in texture handling. 10 年前
  Sam Hocevar c29058ac87 gpu: give access to the Texture behind a TileSet. 11 年前
  Sam Hocevar 32143b8bb4 scene: allow to rotate sprites around the Z axis. 11 年前
  Sam Hocevar 6c0cab193c scene: position sprite tiles from their centre instead of their corner. 11 年前
  Sam Hocevar 7c8fc6df12 gpu: move more platform-specific code from Video to Render. 11 年前
  Benlitz 60b06ee98e added BytesPerPixel() method to PixelFormat structure 11 年前
  Sam Hocevar 95369e26db base: a few minor style tweaks. 12 年前
  Sam Hocevar 9a752c84d8 tileset: refactor the tile generation code. 12 年前
  Sam Hocevar 9e236b8946 gpu: fix several bugs introduced by the tileset refactoring. 12 年前
  Sam Hocevar d34d31dae0 base: some refactoring in the tileset class. 12 年前
  Sam Hocevar aeda5c74f7 gpu: ugly hack to avoid sprite artifacts on the PS3. 12 年前
  Sam Hocevar d4dcdb75e6 gpu: account for the HLSL half-texel offset on the PS3. 12 年前
  Sam Hocevar e6b0bd07bf image: hide the constructor behind a factory so that we can later 12 年前
  Sam Hocevar f16704ecb0 image: GetData returns uint8_t* instead of void*, it's a lot safer. 12 年前
  Sam Hocevar c46b3fbfec image: remove the Image::Format enum and use PixelFormat instead. 12 年前
  Sam Hocevar 6e282a674a base: remove some sprintf() calls in profit of string ops. 12 年前
  Sam Hocevar 39a8c26fb5 base: start removing occurrences of NULL on our long journey to nullptr. 12 年前
  Benjamin ‘Touky’ Huet 77dcb3c146 EasyMesh : vdecl/vbo flag test fixup. 12 年前
  Benjamin ‘Touky’ Huet a573b0908b MeshViewer : Added shitty texture to bulletproof easymesh UV, and therefore correct wrongly set ones. 12 年前
  Sam Hocevar 42fb9b6853 gpu: support 1-component (luminance) textures. 12 年前
  Benjamin ‘Touky’ Huet c7219ff1dd New year copyright update. 12 年前
  Sam Hocevar d6634da83f build: fix the WTFPL site URL in all code comments. 12 年前
  Sam Hocevar 26c945a31f gpu: allow to specify the pixel format when creating a texture; the 12 年前
  Sam Hocevar 87f653c504 gpu: if 2D tiles have negative scaling, switch the triangle winding. 12 年前
  Sam Hocevar 3bfbb6c408 build: fix shitloads of warnings. 12 年前
  Sam Hocevar 28728814cc core: replace usage of sin() or std::sin() with lol::sin() where appropriate. 12 年前
  Sam Hocevar d452194326 gpu: activate backface culling on OpenGL to remain consistent with 13 年前
  Sam Hocevar 90bfc79b22 core: tick methods now use seconds, like any sane system. 13 年前
  Sam Hocevar fe9bab81c1 gpu: fix a great lot of Direct3D problems, spotted using PIX. 13 年前
  Sam Hocevar f7770f7387 gpu: add an Unbind() method for textures for clean up. Unfortunately 13 年前
  Sam Hocevar 57f393d0d3 gpu: port the texture and scene handling code to Direct3D. Not functional. 13 年前
  Sam Hocevar 090834b149 win32: start porting the graphical backend to DirectX 9. Apparently I 13 年前
  Sam Hocevar f35f4284b0 core: allow each blitted tile to be stretched differently. 13 年前
  Sam Hocevar edfa3dfc4b core: allow to stretch 2D sprits in both X and Y directions. 13 年前
  Sam Hocevar 43e152053a win32: add a lot of DirectX stubs. 13 年前
  Sam Hocevar bf604ef1f7 math: use the usual GLSL member names for vectors (xyzw, rgba, stpq). 13 年前
  Sam Hocevar b2d73f6310 core: prefix Entity members with m_ to avoid accidental shadowing. 13 年前
  Sam Hocevar 01ebcec3b8 core: split vector operations into linear and non-linear so that we can 13 年前