Sam Hocevar
|
0a52e68f6f
|
math: rename matrix.h to vector.h and simplify some stuff, especially in
the matrix code itself.
|
13 anni fa |
Sam Hocevar
|
57df2357de
|
math: try to implement the magic getter/setter pattern. BREAKS BUILD.
|
13 anni fa |
Sam Hocevar
|
d38a79ee3d
|
math: move most vector and matrix member functions to global functions.
|
13 anni fa |
Sam Hocevar
|
bed5dea0c0
|
math: implement ulp() for reals, which returns the smallest real y > 0 such
that x + y != x, and nextafter() which behaves like the C function.
|
13 anni fa |
Sam Hocevar
|
d763474c0b
|
lolremez: release LolRemez 0.2.
|
13 anni fa |
Sam Hocevar
|
dfdff977c1
|
math: significant performance improvements in the Remez solver.
|
13 anni fa |
Sam Hocevar
|
c4bad581a2
|
math: write a faster factorial method for use in exp() and sin(). These
functions are now about 20% faster.
|
13 anni fa |
Sam Hocevar
|
9f9566bdb6
|
lolremez: distribute Visual Studio files with LolRemez.
|
13 anni fa |
Sam Hocevar
|
366644d43c
|
real: get rid of <<= and >>= operators; we can use ldexp() instead. As a
bonus, multiplication or division by a power of two will be optimised as
a shift of the exponent.
|
13 anni fa |
Sam Hocevar
|
df39a0cedd
|
math: make everything clean for a LolRemez release.
|
13 anni fa |
Sam Hocevar
|
48bf48a4e4
|
math: move the Remez algorithm implementation to the core.
|
13 anni fa |
Sam Hocevar
|
f56c72c53d
|
core: fix the sign of a negative real number raised to an even power, and
add the corresponding unit test.
|
13 anni fa |
Sam Hocevar
|
992c198a66
|
core: allow to build a real number using a string literal.
|
13 anni fa |
Sam Hocevar
|
3283dfc011
|
build: minor reorganisation of the sandbox code.
|
13 anni fa |
Sam Hocevar
|
2d3ee50da3
|
test: do not test for strict doubles equality in quaternion unit test.
|
13 anni fa |
Sam Hocevar
|
3d3ec36548
|
core: start working on the Emcee class.
|
13 anni fa |
Sam Hocevar
|
215b6c2065
|
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, and
increase the maximum iteration count to 340.
|
13 anni fa |
Sam Hocevar
|
608f52eefb
|
test: proper multithreading in the Mandelbrot tutorial.
|
13 anni fa |
Sam Hocevar
|
94f5450399
|
test: minor tuning, esp. for the PS3.
|
13 anni fa |
Sam Hocevar
|
0a113459a5
|
ps3: start implementing the PS3 threading system, and port the new
Mandelbrot shader code to Cg.
|
13 anni fa |
Sam Hocevar
|
b5cc7b7877
|
tutorial: work around i915 driver limitations in the Mandelbrot viewer shader.
|
13 anni fa |
Sam Hocevar
|
5adaccac91
|
test: make namespace usage less intrusive in math examples.
|
13 anni fa |
Sam Hocevar
|
6640cacd29
|
tutorial: smarter register and instruction usage in the Mandelbrot zooming
shader.
|
13 anni fa |
Sam Hocevar
|
222401ad97
|
tutorial: simplify the Mandelbrot viewing shader in the hope that it will
work on i915 cards.
|
13 anni fa |
Sam Hocevar
|
0a669f9c49
|
tutorial: make the GLSL Mandelbrot shader completely branchless.
|
13 anni fa |
Sam Hocevar
|
e5df84100b
|
nacl: quick and dirty mouse support.
|
13 anni fa |
Sam Hocevar
|
b7f21d3d49
|
tutorial: fix texel offset issues in the fractal zoomer.
|
13 anni fa |
Sam Hocevar
|
07520f26f2
|
nacl: workaround for ANGLE issue #258 where GLSL mod() is badly translated
in HLSL.
|
13 anni fa |
Sam Hocevar
|
6743bb45cd
|
nacl: the Mandelbrot zoomer is starting to work on NaCl.
|
13 anni fa |
Sam Hocevar
|
2edb8115e6
|
core: port all code to NativeClient. Nothing runs for now, but it builds.
|
13 anni fa |
Sam Hocevar
|
aab3fb7c45
|
tutorial: progressive zoom in the Mandelbrot viewer.
|
13 anni fa |
Sam Hocevar
|
7f096b61e4
|
tutorial: look into previous frames for data when zooming in the Mandelbrot
viewer using only the shader.
|
13 anni fa |
Sam Hocevar
|
f9323a8a89
|
tutorial: get the Mandelbrot viewer to run on OS X.
|
13 anni fa |
Sam Hocevar
|
ec705032ad
|
ps3: fix a performance issue in the Mandelbrot viewer texture upload.
|
13 anni fa |
Sam Hocevar
|
aa4bde4a60
|
ps3: fix a typo causing a compilation error.
|
13 anni fa |
Sam Hocevar
|
08e3ee64ad
|
tutorial: create texture with the proper format and type on the PS3.
|
13 anni fa |
Sam Hocevar
|
790f3783d2
|
tutorial: port the new Mandelbrot shader to Cg.
|
13 anni fa |
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 anni fa |
Sam Hocevar
|
adf0dfcc7e
|
tutorial: decorrelate window size and texture size in the Mandelbrot viewer.
|
13 anni fa |
Sam Hocevar
|
ebefc041b5
|
tutorial: replace log() calls with fast approximations.
|
13 anni fa |
Sam Hocevar
|
5d42f27259
|
tutorial: port the Mandelbrot dithering shader to Cg.
|
13 anni fa |
Sam Hocevar
|
57a2833985
|
tutorial: try to send data to the GPU that matches the internal format.
|
13 anni fa |
Sam Hocevar
|
20f67433ef
|
tutorial: use a palette for the rendering; it gives us free dithering and
gains 10 milliseconds in the game tick.
|
13 anni fa |
Sam Hocevar
|
e5dcf4dd2a
|
tutorial: try to reduce the blur effect; now it's pixelated...
|
13 anni fa |
Sam Hocevar
|
862e05f716
|
tutorial: clamp zoom values in the Mandelbrot viewer.
|
13 anni fa |
Sam Hocevar
|
849461fb6f
|
tutorial: navigate in the fractal using the mouse.
|
13 anni fa |
Sam Hocevar
|
adf2b0de2e
|
tutorial: speed up texture uploads in the Mandelbrot viewer by only
sending the part we just modified.
|
13 anni fa |
Sam Hocevar
|
ee3be0b6d3
|
tutorial: speed up Mandelbrot zoomer by only updating one pixel out of 4
each frame.
|
13 anni fa |
Sam Hocevar
|
7e10fe247b
|
tutorial: zoom automatically in the fractal viewer.
|
13 anni fa |
Sam Hocevar
|
ac80379324
|
tutorial: port Mandelbrot tutorial to the PS3.
|
13 anni fa |