Benjamin ‘Touky’ Huet
|
c7219ff1dd
|
New year copyright update.
|
hace 12 años |
Sam Hocevar
|
5366a6b606
|
tutorial: display fewer points in the curve tutorial.
|
hace 12 años |
Sam Hocevar
|
c84c092a42
|
tutorial: minor tweaks.
|
hace 12 años |
Sam Hocevar
|
a8a3e6ced6
|
tutorial: add fancy dots to line segment ends.
|
hace 12 años |
Sam Hocevar
|
d6634da83f
|
build: fix the WTFPL site URL in all code comments.
|
hace 12 años |
Sam Hocevar
|
6c9c8e547e
|
build: renormalise a lot of files.
|
hace 12 años |
Sam Hocevar
|
2ec31981fd
|
easymesh: make demo objects smaller.
|
hace 12 años |
Sam Hocevar
|
7fa661a2fd
|
easymesh: motherfucking planetary gears demo.
|
hace 12 años |
Sam Hocevar
|
662148406f
|
easymesh: allow central holes in gears as well as internal gears.
|
hace 12 años |
Sam Hocevar
|
adfd582b98
|
tutorial: HUGE COGS.
|
hace 12 años |
Sam Hocevar
|
e2c28b3130
|
tutorial: optimise the line graph rendering shader.
|
hace 12 años |
Sam Hocevar
|
c71a033890
|
tutorial: minor shader tweaks in the line plot shader.
|
hace 12 años |
Sam Hocevar
|
8b35c75918
|
tutorial: change the terrain drawing into an antialiased line graph.
|
hace 12 años |
Sam Hocevar
|
bbca3b6e59
|
build: fixes for out-of-tree builds, and get rid of
some deprecated stuff.
|
hace 12 años |
Sam Hocevar
|
57c2805351
|
math: reimplement min(), max(), abs() and fmod() in the lol:: namespace to
avoid conflicts with the C++ stdlib.
|
hace 12 años |
jeunathe
|
169c6da480
|
nice holes
|
hace 12 años |
Sam Hocevar
|
df7a21d68f
|
tutorial: add texture demo to the VS solution.
|
hace 12 años |
Sam Hocevar
|
6944db663b
|
tutorial: add a new texture generation example.
|
hace 12 años |
Sam Hocevar
|
26c945a31f
|
gpu: allow to specify the pixel format when creating a texture; the
internal format is then automatically deduced. Only a few 8-bit RGB
or RGBA formats are supported for now.
|
hace 12 años |
Sam Hocevar
|
8a688a7d50
|
misc: compilation fixes for Windows, X360 and PS3 introduced by the
texture class refactor.
|
hace 12 años |
Sam Hocevar
|
b9aba5d27a
|
gpu: put the texture creation code in its own class; for now a lot of things are
hardcoded and only the fractal demo uses it, but everything will eventually switch.
|
hace 12 años |
Sam Hocevar
|
50ff3f9ce0
|
ps3: refactor elf → self build logic and make make_fself mandatory
when building for the PS3 on a Unix system.
|
hace 12 años |
Sam Hocevar
|
ad00a34984
|
gpu: add support for triangle strips and fans, and change the DrawElement
calls so that they take a number of vertices or indexes, not elements.
|
hace 12 años |
Sam Hocevar
|
787c96b47c
|
lolfx: improve the LolFx compiler, including error reporting. We can now
successfully parse a few of our full GLSL/HLSL shaders.
|
hace 12 años |
Sam Hocevar
|
549566cbf1
|
lolfx: use square brackets to indicate shader sections.
|
hace 12 años |
Sam Hocevar
|
ca909bb317
|
build: refactor lolfx build rule into common.am.
|
hace 12 años |
Sam Hocevar
|
e390f03e0a
|
build: add a common.am include file and a "make lolcheck" target that does
nothing for now except ensure that every makefile includes common.am.
|
hace 12 años |
Sam Hocevar
|
c5b10f5e9a
|
tutorial: flatten the fractal computation loop, and avoid the use of
new/delete when our arrays will do.
|
hace 12 años |
Sam Hocevar
|
4cee96d09d
|
easymesh: use "ato" for torus, because "at" is already for triangle.
|
hace 12 años |
Sam Hocevar
|
d4c0c005d6
|
math: refactor real number constant declarations so that they are only
computed on demand with static initialisation.
|
hace 12 años |
Sam Hocevar
|
38364a0bd6
|
easymesh: first shot at a simple, flat shaded torus.
|
hace 12 años |
Sam Hocevar
|
a233173fc7
|
tutorial: sync HLSL version of the water/fire effect with the GLSL one.
|
hace 12 años |
Sam Hocevar
|
0d78d14145
|
tutorial: tweak noise shader once more, and add a few code comments.
|
hace 12 años |
Sam Hocevar
|
36d49b50e5
|
tutorial: replace white noise with ordered dithering.
|
hace 12 años |
Sam Hocevar
|
6cb15b3647
|
tutorial: add some cosmetic white noise.
|
hace 12 años |
Sam Hocevar
|
10431d1421
|
tutorial: add funny shit to the noise shader example.
|
hace 12 años |
Sam Hocevar
|
45da878e36
|
tutorial: make the noise shader computationally more efficient.
|
hace 12 años |
Sam Hocevar
|
ada16c6214
|
tutorial: use a better value noise function that does not suffer from the
same discontinuity issues as the sin() approach.
|
hace 12 años |
Sam Hocevar
|
7c30e626bd
|
tutorial: optimise Perlin noise shader and reduce its complexity.
|
hace 12 años |
Sam Hocevar
|
5d7a1c24bd
|
tutorial: port noise demo to PS3 and Xbox360.
|
hace 12 años |
Sam Hocevar
|
125ad21192
|
tutorial: the noise demo is now really, really, ridiculously good looking.
|
hace 12 años |
Sam Hocevar
|
a86eaf1bb2
|
tutorial: start working on a small Perlin-like noise demo.
|
hace 12 años |
Sam Hocevar
|
779815802a
|
tutorial: minor shadebob demo tweaks.
|
hace 12 años |
Sam Hocevar
|
1c5cdd8c50
|
tutorial: fix the FBO demo on the Xbox360.
|
hace 12 años |
Cédric Lecacheur
|
82bb4cd6a3
|
EsayMesh : RadialJitter func & demo added
|
hace 12 años |
Sam Hocevar
|
e4cc84d5b3
|
gpu: finalise the framebuffer object Direct3D implementation.
|
hace 12 años |
Sam Hocevar
|
7d5fe8a7c6
|
gpu: create the ShaderTexture class, replace Shader::SetTexture with a
Shader::SetUniform override, and implement most of the FBO code for
the Direct3D backend.
|
hace 12 años |
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.
|
hace 12 años |
Sam Hocevar
|
3fd6702613
|
build: fix a few compilation and build errors.
|
hace 12 años |
Sam Hocevar
|
bd076c2deb
|
tutorial: minor tweaks.
|
hace 12 años |