Sam Hocevar
|
8a239b4df7
|
gl: fix long-standing bug where clear color didn't properly set
the alpha value.
|
13 vuotta sitten |
Sam Hocevar
|
aab3fb7c45
|
tutorial: progressive zoom in the Mandelbrot viewer.
|
13 vuotta sitten |
Sam Hocevar
|
7f096b61e4
|
tutorial: look into previous frames for data when zooming in the Mandelbrot
viewer using only the shader.
|
13 vuotta sitten |
Sam Hocevar
|
f9323a8a89
|
tutorial: get the Mandelbrot viewer to run on OS X.
|
13 vuotta sitten |
Sam Hocevar
|
ec705032ad
|
ps3: fix a performance issue in the Mandelbrot viewer texture upload.
|
13 vuotta sitten |
Sam Hocevar
|
aa4bde4a60
|
ps3: fix a typo causing a compilation error.
|
13 vuotta sitten |
Sam Hocevar
|
08e3ee64ad
|
tutorial: create texture with the proper format and type on the PS3.
|
13 vuotta sitten |
Sam Hocevar
|
790f3783d2
|
tutorial: port the new Mandelbrot shader to Cg.
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13 vuotta sitten |
Sam Hocevar
|
7ba6e2bb29
|
tutorial: the Mandelbrot viewer now queries the nearest pixel of each
slice, and averages the results. This gives us almost free antialiasing,
since all these queries will need to be done anyway for raytracing.
|
13 vuotta sitten |
Sam Hocevar
|
adf0dfcc7e
|
tutorial: decorrelate window size and texture size in the Mandelbrot viewer.
|
13 vuotta sitten |
Sam Hocevar
|
ebefc041b5
|
tutorial: replace log() calls with fast approximations.
|
13 vuotta sitten |
Sam Hocevar
|
5d42f27259
|
tutorial: port the Mandelbrot dithering shader to Cg.
|
13 vuotta sitten |
Sam Hocevar
|
57a2833985
|
tutorial: try to send data to the GPU that matches the internal format.
|
13 vuotta sitten |
Sam Hocevar
|
20f67433ef
|
tutorial: use a palette for the rendering; it gives us free dithering and
gains 10 milliseconds in the game tick.
|
13 vuotta sitten |
Sam Hocevar
|
e5dcf4dd2a
|
tutorial: try to reduce the blur effect; now it's pixelated...
|
13 vuotta sitten |
Sam Hocevar
|
862e05f716
|
tutorial: clamp zoom values in the Mandelbrot viewer.
|
13 vuotta sitten |
Sam Hocevar
|
849461fb6f
|
tutorial: navigate in the fractal using the mouse.
|
13 vuotta sitten |
Sam Hocevar
|
8ec5fff6df
|
core: implement Application::ShowPointer() so that applications can choose
whether to use the system mouse pointer or not.
|
13 vuotta sitten |
Sam Hocevar
|
adf2b0de2e
|
tutorial: speed up texture uploads in the Mandelbrot viewer by only
sending the part we just modified.
|
13 vuotta sitten |
Sam Hocevar
|
ee3be0b6d3
|
tutorial: speed up Mandelbrot zoomer by only updating one pixel out of 4
each frame.
|
13 vuotta sitten |
Sam Hocevar
|
7e10fe247b
|
tutorial: zoom automatically in the fractal viewer.
|
13 vuotta sitten |
Sam Hocevar
|
5b950dbda5
|
core: add a double complex type.
|
13 vuotta sitten |
Sam Hocevar
|
ac80379324
|
tutorial: port Mandelbrot tutorial to the PS3.
|
13 vuotta sitten |
Sam Hocevar
|
7e337a0607
|
ps3: compilation fixes for the PS3.
|
13 vuotta sitten |
Sam Hocevar
|
97d2431456
|
tutorial: properly implement continuous color in the Mandelbrot viewer.
|
13 vuotta sitten |
Sam Hocevar
|
5120d97be5
|
tutorial: continuous color in the Mandelbrot viewer.
|
13 vuotta sitten |
Sam Hocevar
|
ff1773b58e
|
test: create the bases for a new tutorial, with texture uploads.
|
13 vuotta sitten |
Sam Hocevar
|
11fb586a20
|
gpu: start implementing a vertex buffer object.
|
13 vuotta sitten |
Sam Hocevar
|
433d05964c
|
core: implement complex numbers and add unit tests for these.
|
13 vuotta sitten |
Sam Hocevar
|
1ca9c191e6
|
debug: fix a timing issue in the quad debug object.
|
13 vuotta sitten |
Sam Hocevar
|
55b8dece84
|
test: fix OS X compilation; we still need SDLmain.a on that platform.
|
13 vuotta sitten |
Sam Hocevar
|
3dde22ea62
|
test: add missing quaternion unit tests.
|
13 vuotta sitten |
Sam Hocevar
|
3e9d3e323b
|
math: build quaternions from rotation matrices and conversely.
|
13 vuotta sitten |
Sam Hocevar
|
def84d569d
|
core: implement a quaternion class and tighten some vector operation rules
to avoid common programming errors.
|
13 vuotta sitten |
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 vuotta sitten |
Sam Hocevar
|
c3423cd765
|
test: clean up tutorial #2.
|
13 vuotta sitten |
Sam Hocevar
|
3978ea9e2a
|
core: fix bugs in mat4::lookat() and mat4::perspective(), and ensure these
function use degrees rather than radians.
|
13 vuotta sitten |
Sam Hocevar
|
c9aa11c9e3
|
test: start writing tutorials and other shit.
|
13 vuotta sitten |
Sam Hocevar
|
804f6684b5
|
scene: try to disable all activated GL features in the scene rendering.
|
13 vuotta sitten |
Sam Hocevar
|
4a16c072f2
|
core: new combinations of integer vectors (unsigned, 8-bit, etc.), dot and
cross product, normalize, etc.
|
13 vuotta sitten |
Sam Hocevar
|
8deb365040
|
core: write a generic application class.
|
13 vuotta sitten |
Sam Hocevar
|
71844c65bb
|
core: port everything to SDL 1.3.
|
13 vuotta sitten |
Sam Hocevar
|
e62b840f7e
|
build: allow to build without the PS3-specific files.
|
13 vuotta sitten |
Sam Hocevar
|
6767dae741
|
core: disallow casting eg. a vec3 into a vec2. Use the xy() getter instead.
|
13 vuotta sitten |
Sam Hocevar
|
973574f634
|
sprite: remove spurious property that caused sprites to be always displayed
at (0,0).
|
13 vuotta sitten |
Sam Hocevar
|
c508dc2a4a
|
core: dynamically allocate mantissa for real numbers. One day we'll be able
to modify their precision at runtime.
|
13 vuotta sitten |
Sam Hocevar
|
94160c461c
|
test: minor fixes to the test suite: disable optimisation tests in debug
mode, and do not call "new" when we’re not sure "delete" can be called.
|
13 vuotta sitten |
Sam Hocevar
|
7af192f529
|
test: minor Remez algorithm tests.
|
13 vuotta sitten |
Sam Hocevar
|
4e4e800572
|
core: implement the gamma function for reals using Spouge's formula.
|
13 vuotta sitten |
Sam Hocevar
|
fcbfba7a44
|
build: use xvfb-run to run the windows-i386 test suite on a non-mingw
build host.
|
13 vuotta sitten |