Sam Hocevar
5c5abfa53c
math: improve slerp implementation.
12 years ago
jeunathe
5224a5dd99
Added test in slerp to avoid -1 quat members
12 years ago
Sam Hocevar
5f94ceb454
input: switch all key names to camel case, like our other enums.
12 years ago
jeunathe
cbd842b21a
Added Slerp method to Quat
12 years ago
Sam Hocevar
f2c269cb1e
math: add dot() for quaternions, plus the relevant unit test.
12 years ago
Benjamin ‘Touky’ Huet
284891f200
Fixed Entity::TickGame log flood.
Added BulletCharacterController.cpp & BulletCharacterController.h stubs.
12 years ago
Benjamin ‘Touky’ Huet
1e48c827a4
Input now works correctly
12 years ago
Cédric Lecacheur
4e7af3279c
optim radialJitter
12 years ago
Benjamin ‘Touky’ Huet
0c1b47f25e
mieux la ?
12 years ago
Benjamin ‘Touky’ Huet
655f640403
Windows.
12 years ago
Benjamin ‘Touky’ Huet
08a54c1a2a
Added correct implementation of Action layer for Inputs.
Useage :
- Link action to key :
Input::LinkActionToKey(ACTION_TYPE Action, struct Key Button);
Input::UnlinkAction(ACTION_TYPE Action);
- Query action directly :
Input::GetStatus(ACTION_TYPE Action);
Input::WasPressed(ACTION_TYPE Action);
Input::WasReleased(ACTION_TYPE Action);
Also works with raw button, but not advised :
Input::GetStatus(Key Button);
Input::WasPressed(Key Button);
Input::WasReleased(Key Button);
12 years ago
Sam Hocevar
2df85645fb
gpu: document and tweak some class declarations.
12 years ago
Benjamin ‘Touky’ Huet
8838ef06b6
Added InputTracker test initPhysTest
12 years ago
Cédric Lecacheur
82bb4cd6a3
EsayMesh : RadialJitter func & demo added
12 years ago
Sam Hocevar
50de813d99
gpu: explicitly create render targets on the Xbox 360.
12 years ago
Sam Hocevar
6aed414491
gpu: port FBO code to the Xbox360.
12 years ago
Sam Hocevar
e4cc84d5b3
gpu: finalise the framebuffer object Direct3D implementation.
12 years ago
Sam Hocevar
7d5fe8a7c6
gpu: create the ShaderTexture class, replace Shader::SetTexture with a
Shader::SetUniform override, and implement most of the FBO code for
the Direct3D backend.
12 years ago
Sam Hocevar
9eb88af17c
gpu: remove support for the accumulation buffer, it's deprecated anyway.
12 years ago
Sam Hocevar
51bf8067a9
gpu: get rid of the glClearColor, glClearDepth and glClear calls in all
projects, we now use Video::SetClearColor, Video::SetClearDepth and
Video::Clear instead, so that the Direct3D equivalents can be called.
12 years ago
Sam Hocevar
291119d087
easymesh: per-fragment lighting in the HLSL shader (PS3, Xbox 360).
12 years ago
Benjamin ‘Touky’ Huet
11ddba1864
Added Attachment/base logic with working attachment with EasyCharacterController.
Added RayCastResult & a naïve integration for EasyCharacterController.
Enjoy !
12 years ago
Sam Hocevar
fd77cb00f2
easymesh: fragment-based lighting.
12 years ago
Sam Hocevar
0fa5d6ae57
gpu: on the PS3, use the OES version of the framebuffer GL calls.
12 years ago
Benjamin ‘Touky’ Huet
fcd46a2969
Build FIX .... again.
12 years ago
Benjamin ‘Touky’ Huet
0e2889b21f
Fixed build
12 years ago
Benjamin ‘Touky’ Huet
075be12a77
Added a skeleton for Input Tracking & base idea for Touch/untouch mechanics.
12 years ago
Sam Hocevar
6cb1db5188
easymesh: make hex colour command arguments case-insensitive.
12 years ago
Sam Hocevar
1277f66fb6
gpu: activate FBO support on Android.
12 years ago
Sam Hocevar
2e3db290cb
gpu: support framebuffer objects on OpenGL ES (depth buffer isn't
supported yet).
12 years ago
Benjamin ‘Touky’ Huet
e8d2d8c202
So Character Controller works with a lazy camera logic.
12 years ago
Sam Hocevar
d684c0d113
scene: avoid doing hundreds of useless OpenGL calls if no 2D sprite is
being displayed in the scene.
12 years ago
Sam Hocevar
fdf946042a
easymesh: fix the non-uniform sphere scaling and enforce odd numbers
of capsule divisions.
12 years ago
Sam Hocevar
400c75a69c
core: clamp deltatime to 15 fps to avoid erratic behaviour.
12 years ago
Sam Hocevar
0f14383241
build: split the D3d9 build flags into D3d9 and Xinput for situations where
we want Xinput but not D3D (ie. OpenGL).
12 years ago
Sam Hocevar
0b971d7926
input: allow to easily track more than one input stick.
12 years ago
Sam Hocevar
eab78ea114
input: switch SDL joystick handling mode to polling, because we won't get
any events if there is no X window.
12 years ago
Sam Hocevar
f74b85fcf7
tutorial: test some advanced shapes for easymesh.
12 years ago
Sam Hocevar
093143e301
android: simplify the logger code.
12 years ago
Sam Hocevar
837e56435d
easymesh: fix the specular highlight in the OpenGL shader.
12 years ago
Sam Hocevar
7a776e72f5
core: fix the X360 build by re-adding macro barriers I removed.
12 years ago
Sam Hocevar
9b5880936c
build: tweak everything to allow building with SDL on the Raspberry Pi.
12 years ago
Sam Hocevar
23ab462042
gpu: try to patch some simple GLSL shaders on the fly so that they
work on OpenGL ES contexts.
12 years ago
Sam Hocevar
90799afe90
core: better EGL error reporting.
12 years ago
Sam Hocevar
9ff675579a
gpu: only unbind vertex attribs that we actually bound.
12 years ago
Sam Hocevar
a36e930a87
easymesh: allow the shader to build on GL ES.
12 years ago
Sam Hocevar
44180ce402
build: switch the Android native build rules to autoconf; still a bit rough
but we can now create shared objects for each project; only the testsuite
is not building properly because of issues with STLport, and EglApp is
deactivated because AndroidApp should have precedence.
12 years ago
Sam Hocevar
456dbe134e
core: make the IO thread exit cleanly.
12 years ago
Sam Hocevar
b4b2019efc
core: the IO thread tweak needn't be PS3-specific.
12 years ago
Sam Hocevar
803d140502
gpu: don't forget to ask for a depth buffer on GL ES systems.
12 years ago