142 Commits (6a35a64dd55a4d12fe17443b9a39aa4ec2b36aca)

Autor SHA1 Mensagem Data
  Sam Hocevar cfaa27df47 scene: change sprite tile angles to radians. 9 anos atrás
  Sam Hocevar 848344cc7b build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions. 9 anos atrás
  Sam Hocevar d84605c105 Remove Xbox 360 support, too much stuff no longer compiles. 9 anos atrás
  Sam Hocevar 078751a820 math: all API functions dealing with angles now use radians. 9 anos atrás
  Sam Hocevar a69a086c01 scene: move old Line and Tile API to child structures. 9 anos atrás
  Sam Hocevar ccc1741023 scene: minor optimisation in Scene::AddTile(). 9 anos atrás
  Sam Hocevar 6f1b4353a8 scene: make the sprite tile API use matrices internally. 9 anos atrás
  Sam Hocevar 5ea13fc857 scene: clean up a few things here and there. 9 anos atrás
  Sam Hocevar 03c17fcae4 base: clean up and refactor containers. 10 anos atrás
  Benjamin ‘Touky’ Huet 2170b89b11 MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 10 anos atrás
  Benjamin ‘Touky’ Huet 49e1588f52 MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks 10 anos atrás
  Benjamin ‘Touky’ Huet 51a4b892c7 MultiScene: Phase 3: Added PrimitiveSource & PrimitiveRenderer and corresponding rendering pipeline 10 anos atrás
  Benjamin ‘Touky’ Huet 22322d50fd Scene::AddPrimitive now only supports Primitive because why not 10 anos atrás
  Benjamin ‘Touky’ Huet a7d6e0190e Scene stuff is back to non-static logic with a few tricks 10 anos atrás
  Sam Hocevar 2017951589 scene: fix a compilation error on 64-bit architectures. 10 anos atrás
  Benjamin ‘Touky’ Huet 71ee91fcb1 MultiplMultiScene: Phase 2: No more g_scene access and multiple scene calls support 10 anos atrás
  Benjamin ‘Touky’ Huet cfcff9acc3 MultiScene: Phase 1: g_scene removal and conversion to Scene:: 10 anos atrás
  Benjamin ‘Touky’ Huet 73f729d2ef MeshViewer refactor is on good way 10 anos atrás
  Sam Hocevar e5faf45929 build: some PS4 compilation fixes. 10 anos atrás
  Sam Hocevar 7e04bd038a scene: remove functions that aren’t that useful. 10 anos atrás
  Sam Hocevar cd988786b9 build: reorganise includes so that we can use precompiled headers later. 10 anos atrás
  Sam Hocevar d0e9447ac0 gpu: fix missing #if blocks in vertex buffer code. 10 anos atrás
  Sam Hocevar fe665f85b4 base: strip core.h from its contents and put it in public/private headers. 10 anos atrás
  Sam Hocevar 3862ad59dc base: going on a lowercase rampage; today’s victim: Array. 10 anos atrás
  Sam Hocevar 12d249f3fa image: add Convolution() method, with optimisation for separable filters. 10 anos atrás
  Sam Hocevar 79ed58f1f0 Merge branch 'master' into scenegraph 10 anos atrás
  Sam Hocevar 44dec8612e core: fix minor Windows and Raspberry compilation issues. 10 anos atrás
  Sam Hocevar 231d74f1f8 gpu: implement RenderContext::SetBlendEquation(). 10 anos atrás
  Benjamin ‘Touky’ Huet f5e37a4337 AddedSprite_sorter stores parameters now. 10 anos atrás
  Benjamin ‘Touky’ Huet fe7f7b9fdb Added Base directory logic similar to File class, with windows only implementation -for now- 11 anos atrás
  Sam Hocevar 32143b8bb4 scene: allow to rotate sprites around the Z axis. 11 anos atrás
  Sam Hocevar 6c0cab193c scene: position sprite tiles from their centre instead of their corner. 11 anos atrás
  Benjamin ‘Touky’ Huet dbb1d02aa6 Added 2D to 3D DebugLines 11 anos atrás
  Benjamin ‘Touky’ Huet cc8e6ced51 Added Debug DrawBox+DrawCapsule+DrawCircle+DrawSphere for ze lulz 11 anos atrás
  Benjamin ‘Touky’ Huet b1fbc0259f Added Mask & StickyTime to Draw Debug 11 anos atrás
  Sam Hocevar 232fa4126d gpu: rename uniforms here and there for consistency. 11 anos atrás
  Sam Hocevar 0f3805be4c android: various fixes, but the switch to NativeActivity isn't complete. 11 anos atrás
  Sam Hocevar 1945e85afc scene: start working on the scene class reorganisation. 11 anos atrás
  Benjamin ‘Touky’ Huet accce03e6f small tweaks in EZMesh shader compatibilities 11 anos atrás
  Benlitz f104674963 gpu: removed attribute name, everything works using semantic only now. For glsl, semantic is determined from the attribute name which must follow this pattern: in_[Semantic][index], index being optional. Note: this may break most of the projects although I tried to updated every shader accordingly 11 anos atrás
  Sam Hocevar f193bc2caa scene: break text rendering again so that 2D games work properly... 11 anos atrás
  Sam Hocevar ccc9369660 gpu: avoid unnecessary OpenGL context changes. 11 anos atrás
  Sam Hocevar da12e9cf97 scene: for now, restore the ortho cam when blitting tiles. 11 anos atrás
  Sam Hocevar ad8144f0e8 scene: use a global g_scene object instead of Scene::GetDefault(). 11 anos atrás
  Sam Hocevar a75e07d329 gpu: add full support for alpha test in GL and D3D. 11 anos atrás
  Sam Hocevar 87a9c3730c gpu: implement all depth test functions in the renderer. 11 anos atrás
  Sam Hocevar 45c13689ec gpu: implement blend function and alpha test in the renderer. 11 anos atrás
  Sam Hocevar b97cbbe27f gpu: use the RenderContext class in a few friendly places. 11 anos atrás
  Sam Hocevar bd2abf9a78 mrpigeon: try the new tile definition system… which doesn’t work. 12 anos atrás
  Sam Hocevar 9a752c84d8 tileset: refactor the tile generation code. 12 anos atrás