Sam Hocevar
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6ffaca4bbd
|
engine: move some files around.
|
9 years ago |
Sam Hocevar
|
d373081b80
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build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
and 2) fuck the Visual Studio compiler that crashes when confused.
|
10 years ago |
Sam Hocevar
|
da6b3d5cd0
|
scenegraph: Entity::TickDraw() now provides a reference to the current
scene so that g_scene can be deprecated later.
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10 years ago |
Sam Hocevar
|
99db2f0c11
|
base: port all existing codebase to safe enums where absolutely required.
|
10 years ago |
Sam Hocevar
|
ca87acd033
|
scene: fix light object usage in various demos and example programs.
|
11 years ago |
Benjamin ‘Touky’ Huet
|
066f131852
|
Light : Added Type SfEnum.
Shiny*.lolfx : fixed Directional light calculation.
MV : Tweak for future camera behaviour encapsulation.
|
11 years ago |
Sam Hocevar
|
0ba4e6d9e0
|
easymesh: interface the shiny shader with new Light objects.
|
12 years ago |
Benjamin ‘Touky’ Huet
|
c7219ff1dd
|
New year copyright update.
|
12 years ago |
Sam Hocevar
|
d6634da83f
|
build: fix the WTFPL site URL in all code comments.
|
12 years ago |
Sam Hocevar
|
90bfc79b22
|
core: tick methods now use seconds, like any sane system.
|
12 years ago |
Sam Hocevar
|
533b3b33e0
|
render: add a Gradient class that will be used for dithering later.
|
13 years ago |
Sam Hocevar
|
b71ed99d8e
|
debug: reset the GL state more aggressively between quad renderings; this
helped find a few bugs such as textures not bound.
|
13 years ago |
Sam Hocevar
|
660962e894
|
build: put debug stuff and shader stuff in subdirectories.
|
13 years ago |
Sam Hocevar
|
30e697f7bd
|
test: start writing really minimalist GL rendering tests.
|
13 years ago |
Sam Hocevar
|
22b7a41c2e
|
core: fix include guard naming scheme.
|
13 years ago |
Sam Hocevar
|
df21968ce2
|
Add texturing support to DebugQuad. Works with OpenGL (fixed pipeline
and programmable pipeline versions) and OpenGL ES 1.x for now.
|
13 years ago |
Sam Hocevar
|
246bce7dd7
|
Add a DebugQuad class for simple feature testing.
|
13 years ago |
Sam Hocevar
|
8848cf53db
|
Put everything in the "lol" namespace. Better late than never.
|
14 years ago |
Sam Hocevar
|
0ed566d3cc
|
Complete Lol Engine / Deus Hax / Monsterz split.
|
14 years ago |
Sam Hocevar
|
54a05e0c2c
|
Allow for different priorities in game and draw tick levels.
|
14 years ago |
Sam Hocevar
|
1f3226dc2f
|
Add a debugging sphere object to test transparency.
|
14 years ago |
Sam Hocevar
|
57a0cb5102
|
Refactor stuff.
|
14 years ago |
Sam Hocevar
|
50e4f67254
|
Get the timer to talk milliseconds instead of seconds.
|
14 years ago |
Sam Hocevar
|
4d63ad6ada
|
Rename "asset" to "entity". It's way cooler.
|
14 years ago |
Sam Hocevar
|
0fe723ee86
|
Implement video recording using libpipi.
|
14 years ago |
Sam Hocevar
|
e16f8d7804
|
Add a debug sprite to the scene.
|
14 years ago |