Sam Hocevar
5f66d6a751
build: fix PS3 and Linux compilation issues.
il y a 12 ans
Sam Hocevar
9eb88af17c
gpu: remove support for the accumulation buffer, it's deprecated anyway.
il y a 12 ans
Sam Hocevar
51bf8067a9
gpu: get rid of the glClearColor, glClearDepth and glClear calls in all
projects, we now use Video::SetClearColor, Video::SetClearDepth and
Video::Clear instead, so that the Direct3D equivalents can be called.
il y a 12 ans
Sam Hocevar
28728814cc
core: replace usage of sin() or std::sin() with lol::sin() where appropriate.
il y a 12 ans
Sam Hocevar
bfada5d920
core: move some of the camera view logic from the Video class to the
Scene and Camera classes.
il y a 13 ans
Sam Hocevar
cbf13dac65
gpu: temporarily enable alpha blending in the vertex buffer code.
il y a 13 ans
Sam Hocevar
dc94fce5ed
gpu: activate alpha blending on the Direct3D backend.
il y a 13 ans
Sam Hocevar
48c7070243
gpu: replace exit(0) in D3D error checks with lol::Abort().
il y a 13 ans
Sam Hocevar
f7770f7387
gpu: add an Unbind() method for textures for clean up. Unfortunately
the Scene code still breaks Direct3D rendering.
il y a 13 ans
Sam Hocevar
090834b149
win32: start porting the graphical backend to DirectX 9. Apparently I
cannot used DirectX 10 because my video card only supports DX9, and there
is no compatibility layer. DX11 has feature levels for older hardware so
it would work with a DX9 card, but it's not available for WinXP.
il y a 13 ans
Sam Hocevar
a3f410d697
video: allow to set the default clear color.
il y a 13 ans
Sam Hocevar
bd69c76f90
xbox: fix a few problems in the shader handling code; the first tutorial now
works on the Xbox.
il y a 13 ans
Sam Hocevar
2831476774
build: major refactoring of the Win32 and Xbox project files; we now
link properly on the Xbox.
il y a 13 ans
Sam Hocevar
43e152053a
win32: add a lot of DirectX stubs.
il y a 13 ans
Sam Hocevar
60a2e83d54
xbox: start working on an Xbox/Direct3D port.
il y a 13 ans
Sam Hocevar
dfdbbfdfc0
gl: cache viewport size on all platforms, because we cannot query it from
the game thread.
il y a 13 ans
Sam Hocevar
8a239b4df7
gl: fix long-standing bug where clear color didn't properly set
the alpha value.
il y a 13 ans
Sam Hocevar
55b8dece84
test: fix OS X compilation; we still need SDLmain.a on that platform.
il y a 13 ans
Sam Hocevar
3978ea9e2a
core: fix bugs in mat4::lookat() and mat4::perspective(), and ensure these
function use degrees rather than radians.
il y a 13 ans
Sam Hocevar
5521b9fd01
build: start adding Xbox 360 configuration settings to the VS projects.
il y a 13 ans
Sam Hocevar
356917292d
osx: link with the proper OpenGL libraries on OS X.
il y a 13 ans
Sam Hocevar
7b7d4fe003
build: stop defining ANDROID_NDK and check for __ANDROID__ instead.
According to David Turner, “it should be the only thing that NDK users
should be testing again.”
il y a 13 ans
Sam Hocevar
6bbe943492
core: rename vec2i to ivec2 etc. to better match GLSL.
il y a 13 ans
Sam Hocevar
c968144c69
ps3: until we know how to retrieve and change the screen resolution from
within the Video class, just store what the GL context tells us and stick
to that.
il y a 13 ans
Sam Hocevar
e750e82332
gl: initialise Glew in the video setup instead of the SDL app, so we don't
have to duplicate this code to other places. Fixes the GTK app on the way.
il y a 13 ans
Sam Hocevar
666efd14ee
gl: use Glew if available.
il y a 13 ans
Sam Hocevar
d1270bf691
video: move the last shader from the Video class to Scene itself.
il y a 13 ans
Sam Hocevar
d7ca14a836
android: compilation fixes for recent engine changes.
il y a 13 ans
Sam Hocevar
1fa6fb6994
debug: convert debug quad shaders to GLSL 1.30.
il y a 13 ans
Sam Hocevar
e7019edcac
debug: more debug quad tests, 1.20 shaders.
il y a 13 ans
Sam Hocevar
e6c6f59327
gl: force version 1.30 for all shaders.
il y a 14 ans
Sam Hocevar
3d4af0869a
ps3: start a minimal PS3 port using PSGL, but not CG yet.
il y a 14 ans
Sam Hocevar
cc05a63bb7
video: get rid of Video::GetWidth() and Video::GetHeight().
il y a 14 ans
Sam Hocevar
bd9dd9c195
video: implement Video::GetSize() in addition to GetWidth() and GetHeight().
il y a 14 ans
Sam Hocevar
f80bd91283
video: play with random dithering.
il y a 14 ans
Sam Hocevar
d18820d320
video: enforce shader-enabled GL implementations, getting rid of a lot
of code.
il y a 14 ans
Sam Hocevar
6f35fd55be
video: make the dithering shader work with GLES2.
il y a 14 ans
Sam Hocevar
821c3985a1
video: fix a syntax error in the default vertex shader.
il y a 14 ans
Sam Hocevar
1f3d06c581
video: 8×8 Bresenham dithering (still deactivated).
il y a 14 ans
Sam Hocevar
10b321b204
core: get rid of now useless <cstdio> includes.
il y a 14 ans
Sam Hocevar
493109e3ed
video: add deactivated shader code for 4x4 Bayer dithering.
il y a 14 ans
Sam Hocevar
c39012688f
android: enforce fullscreen on Android until we have several layouts.
il y a 14 ans
Sam Hocevar
1aa3cf12c8
Work around a bug in the Android emulator that doesn't let us query the
current viewport settings.
il y a 14 ans
Sam Hocevar
336d42371e
Enable GL_TEXTURE_2D in the Scene class instead of Video.
il y a 14 ans
Sam Hocevar
8848cf53db
Put everything in the "lol" namespace. Better late than never.
il y a 14 ans
Sam Hocevar
cc7dd5f4f6
Try to fix GLES 2 rendering. No luck so far.
il y a 14 ans
Sam Hocevar
b8377c4160
Add preliminary support for EGL applications.
il y a 14 ans
Sam Hocevar
3191ca57bf
Set the default background color to something recognisable.
il y a 14 ans
Sam Hocevar
f75db4c57f
Fix the GLESv2 rendering.
il y a 14 ans
Sam Hocevar
c643668297
The engine now builds for GL and GL ES 1.x and 2.x, and runs for each
one except GL ES 2.x for now.
il y a 14 ans