Sam Hocevar
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b5cc7b7877
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tutorial: work around i915 driver limitations in the Mandelbrot viewer shader.
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13 years ago |
Sam Hocevar
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5adaccac91
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test: make namespace usage less intrusive in math examples.
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13 years ago |
Sam Hocevar
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6640cacd29
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tutorial: smarter register and instruction usage in the Mandelbrot zooming
shader.
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13 years ago |
Sam Hocevar
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222401ad97
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tutorial: simplify the Mandelbrot viewing shader in the hope that it will
work on i915 cards.
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13 years ago |
Sam Hocevar
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0a669f9c49
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tutorial: make the GLSL Mandelbrot shader completely branchless.
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13 years ago |
Sam Hocevar
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e5df84100b
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nacl: quick and dirty mouse support.
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13 years ago |
Sam Hocevar
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b7f21d3d49
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tutorial: fix texel offset issues in the fractal zoomer.
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13 years ago |
Sam Hocevar
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07520f26f2
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nacl: workaround for ANGLE issue #258 where GLSL mod() is badly translated
in HLSL.
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13 years ago |
Sam Hocevar
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6743bb45cd
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nacl: the Mandelbrot zoomer is starting to work on NaCl.
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13 years ago |
Sam Hocevar
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bc331e0116
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gl: do not enable or disable GL_TEXTURE_2D with GLES 2.0, it's now illegal.
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13 years ago |
Sam Hocevar
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2edb8115e6
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core: port all code to NativeClient. Nothing runs for now, but it builds.
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13 years ago |
Sam Hocevar
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8a239b4df7
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gl: fix long-standing bug where clear color didn't properly set
the alpha value.
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13 years ago |
Sam Hocevar
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aab3fb7c45
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tutorial: progressive zoom in the Mandelbrot viewer.
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13 years ago |
Sam Hocevar
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7f096b61e4
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tutorial: look into previous frames for data when zooming in the Mandelbrot
viewer using only the shader.
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13 years ago |
Sam Hocevar
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f9323a8a89
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tutorial: get the Mandelbrot viewer to run on OS X.
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13 years ago |
Sam Hocevar
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ec705032ad
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ps3: fix a performance issue in the Mandelbrot viewer texture upload.
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13 years ago |
Sam Hocevar
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aa4bde4a60
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ps3: fix a typo causing a compilation error.
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13 years ago |
Sam Hocevar
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08e3ee64ad
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tutorial: create texture with the proper format and type on the PS3.
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13 years ago |
Sam Hocevar
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790f3783d2
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tutorial: port the new Mandelbrot shader to Cg.
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13 years ago |
Sam Hocevar
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7ba6e2bb29
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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.
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13 years ago |
Sam Hocevar
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adf0dfcc7e
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tutorial: decorrelate window size and texture size in the Mandelbrot viewer.
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13 years ago |
Sam Hocevar
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ebefc041b5
|
tutorial: replace log() calls with fast approximations.
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13 years ago |
Sam Hocevar
|
5d42f27259
|
tutorial: port the Mandelbrot dithering shader to Cg.
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13 years ago |
Sam Hocevar
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57a2833985
|
tutorial: try to send data to the GPU that matches the internal format.
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13 years ago |
Sam Hocevar
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20f67433ef
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tutorial: use a palette for the rendering; it gives us free dithering and
gains 10 milliseconds in the game tick.
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13 years ago |
Sam Hocevar
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e5dcf4dd2a
|
tutorial: try to reduce the blur effect; now it's pixelated...
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13 years ago |
Sam Hocevar
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862e05f716
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tutorial: clamp zoom values in the Mandelbrot viewer.
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13 years ago |
Sam Hocevar
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849461fb6f
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tutorial: navigate in the fractal using the mouse.
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13 years ago |
Sam Hocevar
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8ec5fff6df
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core: implement Application::ShowPointer() so that applications can choose
whether to use the system mouse pointer or not.
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13 years ago |
Sam Hocevar
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adf2b0de2e
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tutorial: speed up texture uploads in the Mandelbrot viewer by only
sending the part we just modified.
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13 years ago |
Sam Hocevar
|
ee3be0b6d3
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tutorial: speed up Mandelbrot zoomer by only updating one pixel out of 4
each frame.
|
13 years ago |
Sam Hocevar
|
7e10fe247b
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tutorial: zoom automatically in the fractal viewer.
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13 years ago |
Sam Hocevar
|
5b950dbda5
|
core: add a double complex type.
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13 years ago |
Sam Hocevar
|
ac80379324
|
tutorial: port Mandelbrot tutorial to the PS3.
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13 years ago |
Sam Hocevar
|
7e337a0607
|
ps3: compilation fixes for the PS3.
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13 years ago |
Sam Hocevar
|
97d2431456
|
tutorial: properly implement continuous color in the Mandelbrot viewer.
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13 years ago |
Sam Hocevar
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5120d97be5
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tutorial: continuous color in the Mandelbrot viewer.
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13 years ago |
Sam Hocevar
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ff1773b58e
|
test: create the bases for a new tutorial, with texture uploads.
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13 years ago |
Sam Hocevar
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11fb586a20
|
gpu: start implementing a vertex buffer object.
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13 years ago |
Sam Hocevar
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433d05964c
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core: implement complex numbers and add unit tests for these.
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13 years ago |
Sam Hocevar
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1ca9c191e6
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debug: fix a timing issue in the quad debug object.
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13 years ago |
Sam Hocevar
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55b8dece84
|
test: fix OS X compilation; we still need SDLmain.a on that platform.
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13 years ago |
Sam Hocevar
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3dde22ea62
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test: add missing quaternion unit tests.
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13 years ago |
Sam Hocevar
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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
|
c3423cd765
|
test: clean up tutorial #2.
|
13 years ago |
Sam Hocevar
|
3978ea9e2a
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core: fix bugs in mat4::lookat() and mat4::perspective(), and ensure these
function use degrees rather than radians.
|
13 years ago |
Sam Hocevar
|
c9aa11c9e3
|
test: start writing tutorials and other shit.
|
13 years ago |
Sam Hocevar
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804f6684b5
|
scene: try to disable all activated GL features in the scene rendering.
|
13 years ago |