81 Révisions (6a8118cb187dd286aca8996cd1aefc74ebf0e6d0)

Auteur SHA1 Message Date
  Sam Hocevar 7c8fc6df12 gpu: move more platform-specific code from Video to Render. il y a 11 ans
  Benlitz 60b06ee98e added BytesPerPixel() method to PixelFormat structure il y a 11 ans
  Sam Hocevar 95369e26db base: a few minor style tweaks. il y a 11 ans
  Sam Hocevar 9a752c84d8 tileset: refactor the tile generation code. il y a 11 ans
  Sam Hocevar 9e236b8946 gpu: fix several bugs introduced by the tileset refactoring. il y a 11 ans
  Sam Hocevar d34d31dae0 base: some refactoring in the tileset class. il y a 12 ans
  Sam Hocevar aeda5c74f7 gpu: ugly hack to avoid sprite artifacts on the PS3. il y a 12 ans
  Sam Hocevar d4dcdb75e6 gpu: account for the HLSL half-texel offset on the PS3. il y a 12 ans
  Sam Hocevar e6b0bd07bf image: hide the constructor behind a factory so that we can later il y a 12 ans
  Sam Hocevar f16704ecb0 image: GetData returns uint8_t* instead of void*, it's a lot safer. il y a 12 ans
  Sam Hocevar c46b3fbfec image: remove the Image::Format enum and use PixelFormat instead. il y a 12 ans
  Sam Hocevar 6e282a674a base: remove some sprintf() calls in profit of string ops. il y a 12 ans
  Sam Hocevar 39a8c26fb5 base: start removing occurrences of NULL on our long journey to nullptr. il y a 12 ans
  Benjamin ‘Touky’ Huet 77dcb3c146 EasyMesh : vdecl/vbo flag test fixup. il y a 12 ans
  Benjamin ‘Touky’ Huet a573b0908b MeshViewer : Added shitty texture to bulletproof easymesh UV, and therefore correct wrongly set ones. il y a 12 ans
  Sam Hocevar 42fb9b6853 gpu: support 1-component (luminance) textures. il y a 12 ans
  Benjamin ‘Touky’ Huet c7219ff1dd New year copyright update. il y a 12 ans
  Sam Hocevar d6634da83f build: fix the WTFPL site URL in all code comments. il y a 12 ans
  Sam Hocevar 26c945a31f gpu: allow to specify the pixel format when creating a texture; the il y a 12 ans
  Sam Hocevar 87f653c504 gpu: if 2D tiles have negative scaling, switch the triangle winding. il y a 12 ans
  Sam Hocevar 3bfbb6c408 build: fix shitloads of warnings. il y a 12 ans
  Sam Hocevar 28728814cc core: replace usage of sin() or std::sin() with lol::sin() where appropriate. il y a 12 ans
  Sam Hocevar d452194326 gpu: activate backface culling on OpenGL to remain consistent with il y a 12 ans
  Sam Hocevar 90bfc79b22 core: tick methods now use seconds, like any sane system. il y a 12 ans
  Sam Hocevar fe9bab81c1 gpu: fix a great lot of Direct3D problems, spotted using PIX. il y a 12 ans
  Sam Hocevar f7770f7387 gpu: add an Unbind() method for textures for clean up. Unfortunately il y a 12 ans
  Sam Hocevar 57f393d0d3 gpu: port the texture and scene handling code to Direct3D. Not functional. il y a 12 ans
  Sam Hocevar 090834b149 win32: start porting the graphical backend to DirectX 9. Apparently I il y a 12 ans
  Sam Hocevar f35f4284b0 core: allow each blitted tile to be stretched differently. il y a 12 ans
  Sam Hocevar edfa3dfc4b core: allow to stretch 2D sprits in both X and Y directions. il y a 12 ans
  Sam Hocevar 43e152053a win32: add a lot of DirectX stubs. il y a 12 ans
  Sam Hocevar bf604ef1f7 math: use the usual GLSL member names for vectors (xyzw, rgba, stpq). il y a 13 ans
  Sam Hocevar b2d73f6310 core: prefix Entity members with m_ to avoid accidental shadowing. il y a 13 ans
  Sam Hocevar 01ebcec3b8 core: split vector operations into linear and non-linear so that we can il y a 13 ans
  Sam Hocevar 5521b9fd01 build: start adding Xbox 360 configuration settings to the VS projects. il y a 13 ans
  Sam Hocevar 2b9d64f7a8 core: more vec?i -> ?veci renames. il y a 13 ans
  Sam Hocevar 6bbe943492 core: rename vec2i to ivec2 etc. to better match GLSL. il y a 13 ans
  Sam Hocevar dc13c1f742 tiler: ensure AddTile() and BlitTile() accept vec3i arguments. il y a 13 ans
  Sam Hocevar 1fb4205d61 tiler: Tiler::GetSize can now return a different value for different tiles. il y a 13 ans
  Sam Hocevar 3d4af0869a ps3: start a minimal PS3 port using PSGL, but not CG yet. il y a 13 ans
  Sam Hocevar 8f72b1739a gl: use glActiveTexture() instead of glClientActiveTexture() to match il y a 14 ans
  Sam Hocevar 0e7bec2977 Use glClientActiveTexture() wherever it appears to make sense. il y a 14 ans
  Sam Hocevar 4aff0049b3 Use the new Image class instead of SDL_image in the TileSet class. il y a 14 ans
  Sam Hocevar 8848cf53db Put everything in the "lol" namespace. Better late than never. il y a 14 ans
  Sam Hocevar e41dd3a949 Create the SdlApp class to avoid code duplication. Ensure USE_SDL is il y a 14 ans
  Sam Hocevar 6e173ee3eb Put the OpenGL header handling in <lolgl.h> for more convenience. il y a 14 ans
  Sam Hocevar 6405ef32ea Get rid of float3, float4, int3 etc. in favour of GLSL types. il y a 14 ans
  Sam Hocevar 4df4ba3a78 Get rid of the SHADER_CRAP macro and use LOL_EXPERIMENTAL instead, il y a 14 ans
  Sam Hocevar 9a66d6b1bb Switch scene rendering method to vertex buffer objects. il y a 14 ans
  Sam Hocevar bcca962ba9 Allow to query for a tileset's size and/or number of tiles. il y a 14 ans