Sam Hocevar
|
2beb5d7b8c
|
core: placement new requires #include <new>, fixing that and a few other
missing includes.
|
13 years ago |
Sam Hocevar
|
48bf48a4e4
|
math: move the Remez algorithm implementation to the core.
|
13 years ago |
Sam Hocevar
|
f56c72c53d
|
core: fix the sign of a negative real number raised to an even power, and
add the corresponding unit test.
|
13 years ago |
Sam Hocevar
|
992c198a66
|
core: allow to build a real number using a string literal.
|
13 years ago |
Sam Hocevar
|
5d01ca923a
|
core: fix compilation warnings in one of the float-to-half LUTs.
|
13 years ago |
Sam Hocevar
|
b2d73f6310
|
core: prefix Entity members with m_ to avoid accidental shadowing.
|
13 years ago |
Sam Hocevar
|
d026703430
|
build: for now, assume anything with <pthread.h> uses the pthread API.
|
13 years ago |
Sam Hocevar
|
dfdbbfdfc0
|
gl: cache viewport size on all platforms, because we cannot query it from
the game thread.
|
13 years ago |
Sam Hocevar
|
0161879a84
|
core: try to merge Ticker and Emcee. Still not very good.
|
13 years ago |
Sam Hocevar
|
3d3ec36548
|
core: start working on the Emcee class.
|
13 years ago |
Sam Hocevar
|
921d157ee0
|
core: implement Queue on Win32 and on the PS3.
|
13 years ago |
Sam Hocevar
|
c2a8082c09
|
core: make the Queue object work with several producers, and get rid of
the idiotic memmove() we were using.
|
13 years ago |
Sam Hocevar
|
3a4e4709ba
|
core: replace the Condition class with a nicer Queue object that is
implemented using a cond_var on Linux, but will use something else on
Windows.
|
13 years ago |
Sam Hocevar
|
0a113459a5
|
ps3: start implementing the PS3 threading system, and port the new
Mandelbrot shader code to Cg.
|
13 years ago |
Sam Hocevar
|
72a4ad8480
|
win32: implement threads and mutexes.
|
13 years ago |
Sam Hocevar
|
00dd1bd1da
|
build: add missing files to the distribution.
|
13 years ago |
Sam Hocevar
|
29db078d6a
|
core: add a mediocre threading system as the base for the real thing.
|
13 years ago |
Sam Hocevar
|
e5df84100b
|
nacl: quick and dirty mouse support.
|
13 years ago |
Sam Hocevar
|
6743bb45cd
|
nacl: the Mandelbrot zoomer is starting to work on NaCl.
|
13 years ago |
Sam Hocevar
|
bc331e0116
|
gl: do not enable or disable GL_TEXTURE_2D with GLES 2.0, it's now illegal.
|
13 years ago |
Sam Hocevar
|
2edb8115e6
|
core: port all code to NativeClient. Nothing runs for now, but it builds.
|
13 years ago |
Sam Hocevar
|
8a239b4df7
|
gl: fix long-standing bug where clear color didn't properly set
the alpha value.
|
13 years ago |
Sam Hocevar
|
5d42f27259
|
tutorial: port the Mandelbrot dithering shader to Cg.
|
13 years ago |
Sam Hocevar
|
8ec5fff6df
|
core: implement Application::ShowPointer() so that applications can choose
whether to use the system mouse pointer or not.
|
13 years ago |
Sam Hocevar
|
5b950dbda5
|
core: add a double complex type.
|
13 years ago |
Sam Hocevar
|
7e337a0607
|
ps3: compilation fixes for the PS3.
|
13 years ago |
Sam Hocevar
|
11fb586a20
|
gpu: start implementing a vertex buffer object.
|
13 years ago |
Sam Hocevar
|
433d05964c
|
core: implement complex numbers and add unit tests for these.
|
13 years ago |
Sam Hocevar
|
1ca9c191e6
|
debug: fix a timing issue in the quad debug object.
|
13 years ago |
Sam Hocevar
|
55b8dece84
|
test: fix OS X compilation; we still need SDLmain.a on that platform.
|
13 years ago |
Sam Hocevar
|
3e9d3e323b
|
math: build quaternions from rotation matrices and conversely.
|
13 years ago |
Sam Hocevar
|
def84d569d
|
core: implement a quaternion class and tighten some vector operation rules
to avoid common programming errors.
|
13 years ago |
Sam Hocevar
|
01ebcec3b8
|
core: split vector operations into linear and non-linear so that we can
reuse the linear operations in quaternions. Also mark some constructors
explicit to better spot coding errors.
|
13 years ago |
Sam Hocevar
|
3978ea9e2a
|
core: fix bugs in mat4::lookat() and mat4::perspective(), and ensure these
function use degrees rather than radians.
|
13 years ago |
Sam Hocevar
|
804f6684b5
|
scene: try to disable all activated GL features in the scene rendering.
|
13 years ago |
Sam Hocevar
|
4a16c072f2
|
core: new combinations of integer vectors (unsigned, 8-bit, etc.), dot and
cross product, normalize, etc.
|
13 years ago |
Sam Hocevar
|
8deb365040
|
core: write a generic application class.
|
13 years ago |
Sam Hocevar
|
71844c65bb
|
core: port everything to SDL 1.3.
|
13 years ago |
Sam Hocevar
|
e62b840f7e
|
build: allow to build without the PS3-specific files.
|
13 years ago |
Sam Hocevar
|
6767dae741
|
core: disallow casting eg. a vec3 into a vec2. Use the xy() getter instead.
|
13 years ago |
Sam Hocevar
|
973574f634
|
sprite: remove spurious property that caused sprites to be always displayed
at (0,0).
|
13 years ago |
Sam Hocevar
|
c508dc2a4a
|
core: dynamically allocate mantissa for real numbers. One day we'll be able
to modify their precision at runtime.
|
13 years ago |
Sam Hocevar
|
4e4e800572
|
core: implement the gamma function for reals using Spouge's formula.
|
13 years ago |
Sam Hocevar
|
b6b8044442
|
core: implement frexp(), ldexp() and modf() for reals.
|
13 years ago |
Sam Hocevar
|
b354e17ef3
|
core: implement log10, sinh and cosh for real numbers.
|
13 years ago |
Sam Hocevar
|
1280301f27
|
core: implement pow() for real numbers; for now special cases such as
negative zero or negative nth roots are not handled.
|
13 years ago |
Sam Hocevar
|
a66fc123c1
|
core: fix a bug in real::log() and real::log2() with values smaller than 1.
|
13 years ago |
Sam Hocevar
|
4041166c56
|
core: improve sin() and exp() performance by replacing divisions with
multiplications where appropriate.
|
13 years ago |
Sam Hocevar
|
2235e9c180
|
core: implement real methods cbrt(), log2(), exp2(), and copysign().
|
13 years ago |
Sam Hocevar
|
efafb640b7
|
core: implement tan() for real numbers.
|
13 years ago |