Sam Hocevar
44e39867b1
Fix approximately 80 billion compilation warnings.
vor 8 Jahren
Lolbot
af53a69eb7
fixed 9 files out of 506:
- removed 0 CR characters
- removed 7 trailing whitespaces
- replaced 332 tabs with spaces
vor 9 Jahren
touky
527e27c880
- ImGUI is now operational again
- Most recent version is in with index buffer support
vor 9 Jahren
touky
3b255d4137
first test for lolimgui
vor 9 Jahren
Sam Hocevar
861568b146
misc: some cleanup in files, including UTF-8 BOM.
vor 10 Jahren
Sam Hocevar
d64b117b8d
build: fix license and copyright information.
vor 10 Jahren
Sam Hocevar
70edc0d38e
misc: carry on with the lowercase rampage.
Using “Array” instead of “array” is now fully deprecated, and I replaced
the Log::Debug() etc. functions with msg::debug() etc. because log:: was
unavailable due to being a maths function.
Added up-to-date copyright notice and BOM to modified files, just in case.
vor 10 Jahren
Sam Hocevar
03c17fcae4
base: clean up and refactor containers.
The containers no longer force the user to use the ptrdiff_t type for
size information. For convenience, size() now always returns an int,
and the size_s() method offers a way to handle arrays with more than
2 billion elements. Internally, we still use ptrdiff_t, though.
Since so much code had to be changed, I took the opportunity to get
rid of capitalised accessors for classes that are lowercase.
vor 10 Jahren
Benjamin ‘Touky’ Huet
49e1588f52
MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks
vor 10 Jahren
Benjamin ‘Touky’ Huet
22322d50fd
Scene::AddPrimitive now only supports Primitive because why not
vor 10 Jahren
Benjamin ‘Touky’ Huet
73f729d2ef
MeshViewer refactor is on good way
Reworked Primitive logic for scene rendering
FileUpdateTester works now .....
vor 10 Jahren
Sam Hocevar
cd988786b9
build: reorganise includes so that we can use precompiled headers later.
vor 11 Jahren
Sam Hocevar
fe665f85b4
base: strip core.h from its contents and put it in public/private headers.
vor 11 Jahren
Sam Hocevar
79ed58f1f0
Merge branch 'master' into scenegraph
vor 11 Jahren
Sam Hocevar
47e71bda63
base: rough implementation of safe enums with minimal ToString() support.
vor 11 Jahren
Benjamin ‘Touky’ Huet
1e4af19a89
Praise the Safe-Enum.
Implemented Safe-Enum for everyone.
Now the power is in the Safe-Enum for all.
vor 11 Jahren
Sam Hocevar
c9b8ff54a1
misc: some refactoring in texture handling.
vor 11 Jahren
Sam Hocevar
1945e85afc
scene: start working on the scene class reorganisation.
vor 12 Jahren
Benlitz
b07f6aba93
mesh: submesh class working, can be rendered with any compatible shader without caring of attributes
vor 12 Jahren
Sam Hocevar
1c3ca01ea0
build: fix a few compiler warnings here and there.
vor 13 Jahren
Benjamin ‘Touky’ Huet
c7219ff1dd
New year copyright update.
vor 13 Jahren
Sam Hocevar
d6634da83f
build: fix the WTFPL site URL in all code comments.
vor 13 Jahren
Sam Hocevar
4a6d092a74
mesh: start working on mesh and submesh stuff.
vor 13 Jahren
Sam Hocevar
e1070c3b3c
debug: do not use std::abort() on the PS3.
vor 13 Jahren
Sam Hocevar
8da2f504a8
debug: use std::abort() instead of a custom idiocy.
vor 13 Jahren
Sam Hocevar
4e4d5a8e06
build: fix GCC build; it doesn't like to have a local file called debug/debug.h.
vor 13 Jahren
Sam Hocevar
48c7070243
gpu: replace exit(0) in D3D error checks with lol::Abort().
vor 13 Jahren
Sam Hocevar
22b7a41c2e
core: fix include guard naming scheme.
vor 14 Jahren
Sam Hocevar
8848cf53db
Put everything in the "lol" namespace. Better late than never.
vor 15 Jahren
Sam Hocevar
07ebcb6e29
Implement CRC32 in the new Hash class. Will be useful for Dict and for
the new Shader cache.
vor 15 Jahren
Sam Hocevar
640735731a
Add preliminary support for sound samples. Implement click.
vor 15 Jahren
Sam Hocevar
0ed566d3cc
Complete Lol Engine / Deus Hax / Monsterz split.
vor 15 Jahren
Sam Hocevar
50e4f67254
Get the timer to talk milliseconds instead of seconds.
vor 15 Jahren
Sam Hocevar
0d78ca44ca
Implement Timer::PollSeconds(), if necessary.
vor 15 Jahren
Sam Hocevar
8bfb98c160
Implement a better timing mechanism for fixed framerate. Accuracy is
sub-millisecond but can be improved if we get rid of SDL timers.
vor 15 Jahren