Sam Hocevar
|
48bf48a4e4
|
math: move the Remez algorithm implementation to the core.
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13 anos atrás |
Sam Hocevar
|
f56c72c53d
|
core: fix the sign of a negative real number raised to an even power, and
add the corresponding unit test.
|
13 anos atrás |
Sam Hocevar
|
992c198a66
|
core: allow to build a real number using a string literal.
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13 anos atrás |
Sam Hocevar
|
5d01ca923a
|
core: fix compilation warnings in one of the float-to-half LUTs.
|
13 anos atrás |
Sam Hocevar
|
3283dfc011
|
build: minor reorganisation of the sandbox code.
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13 anos atrás |
Sam Hocevar
|
b2d73f6310
|
core: prefix Entity members with m_ to avoid accidental shadowing.
|
13 anos atrás |
Sam Hocevar
|
d026703430
|
build: for now, assume anything with <pthread.h> uses the pthread API.
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13 anos atrás |
Sam Hocevar
|
dfdbbfdfc0
|
gl: cache viewport size on all platforms, because we cannot query it from
the game thread.
|
13 anos atrás |
Sam Hocevar
|
2d3ee50da3
|
test: do not test for strict doubles equality in quaternion unit test.
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13 anos atrás |
Sam Hocevar
|
0161879a84
|
core: try to merge Ticker and Emcee. Still not very good.
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13 anos atrás |
Sam Hocevar
|
3d3ec36548
|
core: start working on the Emcee class.
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13 anos atrás |
Sam Hocevar
|
215b6c2065
|
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, and
increase the maximum iteration count to 340.
|
13 anos atrás |
Sam Hocevar
|
6ebc4c88a7
|
build: do not use --host=none with NaCl; we can be more specific, eg. with
--host=i386 or --host=x86_64.
|
13 anos atrás |
Sam Hocevar
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608f52eefb
|
test: proper multithreading in the Mandelbrot tutorial.
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13 anos atrás |
Sam Hocevar
|
921d157ee0
|
core: implement Queue on Win32 and on the PS3.
|
13 anos atrás |
Sam Hocevar
|
94f5450399
|
test: minor tuning, esp. for the PS3.
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13 anos atrás |
Sam Hocevar
|
c2a8082c09
|
core: make the Queue object work with several producers, and get rid of
the idiotic memmove() we were using.
|
13 anos atrás |
Sam Hocevar
|
3a4e4709ba
|
core: replace the Condition class with a nicer Queue object that is
implemented using a cond_var on Linux, but will use something else on
Windows.
|
13 anos atrás |
Sam Hocevar
|
0a113459a5
|
ps3: start implementing the PS3 threading system, and port the new
Mandelbrot shader code to Cg.
|
13 anos atrás |
Sam Hocevar
|
72a4ad8480
|
win32: implement threads and mutexes.
|
13 anos atrás |
Sam Hocevar
|
00dd1bd1da
|
build: add missing files to the distribution.
|
13 anos atrás |
Sam Hocevar
|
29db078d6a
|
core: add a mediocre threading system as the base for the real thing.
|
13 anos atrás |
Sam Hocevar
|
b5cc7b7877
|
tutorial: work around i915 driver limitations in the Mandelbrot viewer shader.
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13 anos atrás |
Sam Hocevar
|
5adaccac91
|
test: make namespace usage less intrusive in math examples.
|
13 anos atrás |
Sam Hocevar
|
6640cacd29
|
tutorial: smarter register and instruction usage in the Mandelbrot zooming
shader.
|
13 anos atrás |
Sam Hocevar
|
222401ad97
|
tutorial: simplify the Mandelbrot viewing shader in the hope that it will
work on i915 cards.
|
13 anos atrás |
Sam Hocevar
|
0a669f9c49
|
tutorial: make the GLSL Mandelbrot shader completely branchless.
|
13 anos atrás |
Sam Hocevar
|
e5df84100b
|
nacl: quick and dirty mouse support.
|
13 anos atrás |
Sam Hocevar
|
b7f21d3d49
|
tutorial: fix texel offset issues in the fractal zoomer.
|
13 anos atrás |
Sam Hocevar
|
07520f26f2
|
nacl: workaround for ANGLE issue #258 where GLSL mod() is badly translated
in HLSL.
|
13 anos atrás |
Sam Hocevar
|
6743bb45cd
|
nacl: the Mandelbrot zoomer is starting to work on NaCl.
|
13 anos atrás |
Sam Hocevar
|
bc331e0116
|
gl: do not enable or disable GL_TEXTURE_2D with GLES 2.0, it's now illegal.
|
13 anos atrás |
Sam Hocevar
|
2edb8115e6
|
core: port all code to NativeClient. Nothing runs for now, but it builds.
|
13 anos atrás |
Sam Hocevar
|
8a239b4df7
|
gl: fix long-standing bug where clear color didn't properly set
the alpha value.
|
13 anos atrás |
Sam Hocevar
|
aab3fb7c45
|
tutorial: progressive zoom in the Mandelbrot viewer.
|
13 anos atrás |
Sam Hocevar
|
7f096b61e4
|
tutorial: look into previous frames for data when zooming in the Mandelbrot
viewer using only the shader.
|
13 anos atrás |
Sam Hocevar
|
f9323a8a89
|
tutorial: get the Mandelbrot viewer to run on OS X.
|
13 anos atrás |
Sam Hocevar
|
ec705032ad
|
ps3: fix a performance issue in the Mandelbrot viewer texture upload.
|
13 anos atrás |
Sam Hocevar
|
aa4bde4a60
|
ps3: fix a typo causing a compilation error.
|
13 anos atrás |
Sam Hocevar
|
08e3ee64ad
|
tutorial: create texture with the proper format and type on the PS3.
|
13 anos atrás |
Sam Hocevar
|
790f3783d2
|
tutorial: port the new Mandelbrot shader to Cg.
|
13 anos atrás |
Sam Hocevar
|
7ba6e2bb29
|
tutorial: the Mandelbrot viewer now queries the nearest pixel of each
slice, and averages the results. This gives us almost free antialiasing,
since all these queries will need to be done anyway for raytracing.
|
13 anos atrás |
Sam Hocevar
|
adf0dfcc7e
|
tutorial: decorrelate window size and texture size in the Mandelbrot viewer.
|
13 anos atrás |
Sam Hocevar
|
ebefc041b5
|
tutorial: replace log() calls with fast approximations.
|
13 anos atrás |
Sam Hocevar
|
5d42f27259
|
tutorial: port the Mandelbrot dithering shader to Cg.
|
13 anos atrás |
Sam Hocevar
|
57a2833985
|
tutorial: try to send data to the GPU that matches the internal format.
|
13 anos atrás |
Sam Hocevar
|
20f67433ef
|
tutorial: use a palette for the rendering; it gives us free dithering and
gains 10 milliseconds in the game tick.
|
13 anos atrás |
Sam Hocevar
|
e5dcf4dd2a
|
tutorial: try to reduce the blur effect; now it's pixelated...
|
13 anos atrás |
Sam Hocevar
|
862e05f716
|
tutorial: clamp zoom values in the Mandelbrot viewer.
|
13 anos atrás |
Sam Hocevar
|
849461fb6f
|
tutorial: navigate in the fractal using the mouse.
|
13 anos atrás |