Sam Hocevar
|
d4c0c005d6
|
math: refactor real number constant declarations so that they are only
computed on demand with static initialisation.
|
12 years ago |
Lolbot
|
23807ea88e
|
fixed 23 files out of 277:
- fixed 1270 CR characters
- fixed 56 trailing spaces
- fixed 5085 tabs
|
12 years ago |
Sam Hocevar
|
babb2f827e
|
gpu: fix a few minor compiler warnings.
|
12 years ago |
Sam Hocevar
|
caba2eb28f
|
easymesh: minor torus mesh tweaks.
|
12 years ago |
Sam Hocevar
|
8cff2e9c8b
|
debug: get rid of DebugSphere, it's totally obsoleted by EasyMesh.
|
12 years ago |
Sam Hocevar
|
38364a0bd6
|
easymesh: first shot at a simple, flat shaded torus.
|
12 years ago |
Sam Hocevar
|
3e206b60e0
|
gpu: do not try to call glVertexAttribIPointer if Glew did not find it.
|
12 years ago |
Sam Hocevar
|
4fc8ce6470
|
gpu: now shaders can only be created from a LolFx file.
|
12 years ago |
Sam Hocevar
|
100f53e550
|
gpu: convert the gradient shader to a LolFx effect file.
|
12 years ago |
Sam Hocevar
|
ca1050e047
|
debug: get rid of quad.cpp, it's become useless.
|
12 years ago |
Sam Hocevar
|
2297288114
|
gpu: get rid of the inline 2D shader and create "tile.lolfx".
|
12 years ago |
Sam Hocevar
|
e22e905dec
|
easymesh: fix an data corruption with scaling along a single axis.
|
12 years ago |
Benjamin ‘Touky’ Huet
|
2f85ae6d0a
|
|
12 years ago |
Sam Hocevar
|
544f1e873b
|
gpu: increase default minimum shader model.
|
12 years ago |
Sam Hocevar
|
47d98bde9a
|
gpu: use a valid default framebuffer color format on the PS3.
|
12 years ago |
Sam Hocevar
|
5f137d077c
|
debug: add minor debug messages to the ticker, ensure LOL_DEBUG and
LOL_RELEASE are set by msbuild, and use the debug PSGL on the PS3.
|
12 years ago |
Sam Hocevar
|
3829380c3c
|
core: revert unfinished commit that wasn't really interesting.
|
12 years ago |
Sam Hocevar
|
0b7c51b992
|
ofsdiofisdoifods
|
12 years ago |
Sam Hocevar
|
df6134e648
|
input: fix minor PS3 compilation error.
|
12 years ago |
Sam Hocevar
|
3bfbb6c408
|
build: fix shitloads of warnings.
|
12 years ago |
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 |