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 |
Sam Hocevar
|
e7019edcac
|
debug: more debug quad tests, 1.20 shaders.
|
13 years ago |
Sam Hocevar
|
30e697f7bd
|
test: start writing really minimalist GL rendering tests.
|
13 years ago |
Sam Hocevar
|
8eeeca422f
|
test: add a debug quad test application.
|
13 years ago |
Sam Hocevar
|
3213d5b7a5
|
core: add the unary minus operator to vectors.
|
13 years ago |
Sam Hocevar
|
e3d21d2244
|
timer: avoid useless system calls in the Timer constructor.
|
13 years ago |
Sam Hocevar
|
cbd7449234
|
debug: re-add old fixed pipeline code to the debugquad.
|
13 years ago |
Sam Hocevar
|
328af22a5f
|
ps3: fix a bug in the timer code.
|
13 years ago |
Sam Hocevar
|
00625f76e9
|
core: don't explicitly use std:: prefix when the platform may not
recognise it.
|
13 years ago |
Sam Hocevar
|
e6c6f59327
|
gl: force version 1.30 for all shaders.
|
13 years ago |
Sam Hocevar
|
3d4af0869a
|
ps3: start a minimal PS3 port using PSGL, but not CG yet.
|
13 years ago |
Sam Hocevar
|
7329692663
|
math: implement vector comparisons and add minimal unit tests for this
feature.
|
13 years ago |
Sam Hocevar
|
cc05a63bb7
|
video: get rid of Video::GetWidth() and Video::GetHeight().
|
13 years ago |
Sam Hocevar
|
bd9dd9c195
|
video: implement Video::GetSize() in addition to GetWidth() and GetHeight().
|
13 years ago |
Sam Hocevar
|
f23ce9c7b4
|
ui: add a Platform class to query information about the current platform.
Implement GetMouseCount() to query the number of mice on the system.
|
13 years ago |
Sam Hocevar
|
22b7a41c2e
|
core: fix include guard naming scheme.
|
13 years ago |
Sam Hocevar
|
f80bd91283
|
video: play with random dithering.
|
13 years ago |
Sam Hocevar
|
d18820d320
|
video: enforce shader-enabled GL implementations, getting rid of a lot
of code.
|
13 years ago |
Sam Hocevar
|
951ac2bb0b
|
android: use GLES2 instead of GLES.
|
13 years ago |
Sam Hocevar
|
6f35fd55be
|
video: make the dithering shader work with GLES2.
|
13 years ago |
Sam Hocevar
|
821c3985a1
|
video: fix a syntax error in the default vertex shader.
|
13 years ago |
Sam Hocevar
|
1f3d06c581
|
video: 8×8 Bresenham dithering (still deactivated).
|
13 years ago |
Sam Hocevar
|
10b321b204
|
core: get rid of now useless <cstdio> includes.
|
13 years ago |
Sam Hocevar
|
1e5624d551
|
core: create a logger class to reduce printf usage.
|
13 years ago |
Sam Hocevar
|
493109e3ed
|
video: add deactivated shader code for 4x4 Bayer dithering.
|
13 years ago |
Sam Hocevar
|
233ad8bb89
|
core: fix uninitialised WorldEntity members.
|
13 years ago |
Sam Hocevar
|
10e2385062
|
gl: reactivate depth test and blending on GLES 1.x.
|
13 years ago |
Sam Hocevar
|
c39012688f
|
android: enforce fullscreen on Android until we have several layouts.
|
13 years ago |
Sam Hocevar
|
302e45e851
|
ios: get texture loading to work, somehow.
|
13 years ago |
Sam Hocevar
|
4667bbfb47
|
ios: texture loading test.
|
13 years ago |
Sam Hocevar
|
8f72b1739a
|
gl: use glActiveTexture() instead of glClientActiveTexture() to match
the GLES2 codepath.
|
13 years ago |
Sam Hocevar
|
700cfbd8ea
|
core: fix a few compilation errors and warnings on OS X.
|
13 years ago |
Sam Hocevar
|
e43d7b07e0
|
android: JNI hooks for single touch input.
|
13 years ago |
Sam Hocevar
|
8451531042
|
android: move the PNG loading test into the Image class. It now works.
|
13 years ago |
Sam Hocevar
|
aec4ae3ccc
|
android: Add a method for PNG loading. Highly hackish for now.
|
13 years ago |
Sam Hocevar
|
f55180fd7f
|
build: look for libpng, even though we don't use it yet.
|
13 years ago |
Sam Hocevar
|
c29f6a1fe8
|
android: Use thiz instead of that in JNI code.
|
13 years ago |
Sam Hocevar
|
8ebf55fca8
|
No longer use DebugQuad() in the AndroidApp, we now know it works.
|
13 years ago |