Sam Hocevar
|
473166f72d
|
ios: update XCode project and fix a GL test compilation issue.
|
13 years ago |
Sam Hocevar
|
05ed66b18d
|
ps3: port our naive dithering algorithm to the PS3's shader language.
|
13 years ago |
Sam Hocevar
|
e1f496d025
|
ps3: fix the pad handling code that was ignoring the pad information when
its state hadn't changed.
|
13 years ago |
Sam Hocevar
|
ecb0d80b7e
|
android: fix Android NDK compilation.
|
13 years ago |
Sam Hocevar
|
971920e1fd
|
ps3: prevent compilation of Ps3Input on other platforms.
|
13 years ago |
Sam Hocevar
|
92d0050938
|
ps3: add a build-ps3 script that uses autoconf and automake.
|
13 years ago |
Sam Hocevar
|
b77f25b7ff
|
ps3: get rid of the useless and convoluted padutil dependency; the
standard pad API is perfect for us.
|
13 years ago |
Sam Hocevar
|
95e22c5ef2
|
ps3: add a simple PS3 input system that currently merely emulates mouse
movements with the right stick and one mouse button with the L1 or R1 buttons.
|
13 years ago |
Sam Hocevar
|
f4841d64ec
|
emitter: fix wrong velocity value computation in the particles.
|
13 years ago |
Sam Hocevar
|
ed3d51f00c
|
android: implement JNI_OnLoad and use Log::Info instead of the native
Android functions.
|
13 years ago |
Sam Hocevar
|
df638532d8
|
image: error reporting in the Android image loading class.
|
13 years ago |
Sam Hocevar
|
a457134d9f
|
ps3: load textures using the system's PNGDEC module.
|
13 years ago |
Sam Hocevar
|
7cfcfb2413
|
shader: factor the uniform handling logic into platform-independent methods
for both OpenGL and the PS3.
|
13 years ago |
Sam Hocevar
|
394fffe057
|
gl: implement the PS3 version of our bitmap renderer.
|
13 years ago |
Sam Hocevar
|
e3e99deb12
|
debug: add a debug example with a shader and a uniform matrix parameter, to
check that uniforms work properly on the PS3.
|
13 years ago |
Sam Hocevar
|
1e9cfba718
|
debug: add new shader tests and write some Cg equivalents on the PS3.
|
13 years ago |
Sam Hocevar
|
eb32d04c84
|
ps3: if the implementation supports Cg but not GLSL (for instance on the PS3),
use the system's Cg compiler.
|
13 years ago |
Sam Hocevar
|
9bea12367d
|
debug: minor updates to the debug quad code.
|
13 years ago |
Sam Hocevar
|
ad17147b43
|
debug: refactor quad test.
|
13 years ago |
Sam Hocevar
|
28f8fce429
|
gl: do not call glDeleteBuffers with a zero-length list, it crashes on
the PS3.
|
13 years ago |
Sam Hocevar
|
c968144c69
|
ps3: until we know how to retrieve and change the screen resolution from
within the Video class, just store what the GL context tells us and stick
to that.
|
13 years ago |
Sam Hocevar
|
66102168e3
|
debug: make the GL test compile on Android.
|
13 years ago |
Sam Hocevar
|
6ef55ca61f
|
ps3: some compilation fixes to accomodate for recent debug additions.
|
13 years ago |
Sam Hocevar
|
28bda9a25b
|
core: fix a bug in vector casts; vec2 -> vec3 promotion for instance would
forget to zero the 3rd coordinate.
|
13 years ago |
Sam Hocevar
|
b71ed99d8e
|
debug: reset the GL state more aggressively between quad renderings; this
helped find a few bugs such as textures not bound.
|
13 years ago |
Sam Hocevar
|
153425ed14
|
debug: only print the layer and map errors once.
|
13 years ago |
Sam Hocevar
|
5123b94188
|
debug: reset texture unit in the GL quad.
|
13 years ago |
Sam Hocevar
|
e750e82332
|
gl: initialise Glew in the video setup instead of the SDL app, so we don't
have to duplicate this code to other places. Fixes the GTK app on the way.
|
13 years ago |
Sam Hocevar
|
ffb7037da8
|
debug: add a slightly more complex vertex buffer test quad.
|
13 years ago |
Sam Hocevar
|
a84eb53f8e
|
debug: some code cleanup in the quad tests.
|
13 years ago |
Sam Hocevar
|
2731e49fe5
|
shader: check that the shader really failed to compile before outputting
the compilation log as an error.
|
13 years ago |
Sam Hocevar
|
a6841e5334
|
core: fix a typo in the Win32 timer code.
|
13 years ago |
Sam Hocevar
|
666efd14ee
|
gl: use Glew if available.
|
13 years ago |
Sam Hocevar
|
dc13c1f742
|
tiler: ensure AddTile() and BlitTile() accept vec3i arguments.
|
13 years ago |
Sam Hocevar
|
6266c289ee
|
tileset: replace the Tiler ID system with real TileSet objects. The only
thing that is still broken is the Layer <--> Map interface.
|
13 years ago |
Sam Hocevar
|
e1d8124983
|
core: Dict::RemoveSlot can now directly remove an Entity.
|
13 years ago |
Sam Hocevar
|
1fb4205d61
|
tiler: Tiler::GetSize can now return a different value for different tiles.
|
13 years ago |
Sam Hocevar
|
d1270bf691
|
video: move the last shader from the Video class to Scene itself.
|
13 years ago |
Sam Hocevar
|
660962e894
|
build: put debug stuff and shader stuff in subdirectories.
|
13 years ago |
Sam Hocevar
|
ccc725334a
|
build: check for glBegin, which we won't end up using anyway.
|
13 years ago |
Sam Hocevar
|
bf5e4ba76e
|
sdl: fix touchscreen event handling by first applying mouse moves, then
button changes.
|
13 years ago |
Sam Hocevar
|
d7ca14a836
|
android: compilation fixes for recent engine changes.
|
13 years ago |
Sam Hocevar
|
0f143850e0
|
debug: add GLSL 1.20 and 1.30 shaders to the debug quad.
|
13 years ago |
Sam Hocevar
|
2a9082fe50
|
shader: check CRC before patching the shader and fix vertex shaders and
fragment shaders differently.
|
13 years ago |
Sam Hocevar
|
1fa6fb6994
|
debug: convert debug quad shaders to GLSL 1.30.
|
13 years ago |
Sam Hocevar
|
c4511d9b8d
|
shader: support most standard parameters in the shader patcher.
|
13 years ago |
Sam Hocevar
|
f5c4331d2e
|
shader: write a minimalist shader patcher for future GLSL 1.20 compatibility.
|
13 years ago |
Sam Hocevar
|
20214ecc4b
|
debug: more complex vertex buffer test.
|
13 years ago |
Sam Hocevar
|
652e39d88b
|
debug: add vertex shader examples to the debug quad.
|
13 years ago |
Sam Hocevar
|
9d48660e3e
|
debug: display larger debug quads to avoid wasting space.
|
13 years ago |