Sam Hocevar
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aab3fb7c45
|
tutorial: progressive zoom in the Mandelbrot viewer.
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13 anni fa |
Sam Hocevar
|
7f096b61e4
|
tutorial: look into previous frames for data when zooming in the Mandelbrot
viewer using only the shader.
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13 anni fa |
Sam Hocevar
|
f9323a8a89
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tutorial: get the Mandelbrot viewer to run on OS X.
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13 anni fa |
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 anni fa |
Sam Hocevar
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aa4bde4a60
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ps3: fix a typo causing a compilation error.
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13 anni fa |
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 anni fa |
Sam Hocevar
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790f3783d2
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tutorial: port the new Mandelbrot shader to Cg.
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13 anni fa |
Sam Hocevar
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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.
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13 anni fa |
Sam Hocevar
|
adf0dfcc7e
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tutorial: decorrelate window size and texture size in the Mandelbrot viewer.
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13 anni fa |
Sam Hocevar
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ebefc041b5
|
tutorial: replace log() calls with fast approximations.
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13 anni fa |
Sam Hocevar
|
5d42f27259
|
tutorial: port the Mandelbrot dithering shader to Cg.
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13 anni fa |
Sam Hocevar
|
57a2833985
|
tutorial: try to send data to the GPU that matches the internal format.
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13 anni fa |
Sam Hocevar
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20f67433ef
|
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 anni fa |
Sam Hocevar
|
e5dcf4dd2a
|
tutorial: try to reduce the blur effect; now it's pixelated...
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13 anni fa |
Sam Hocevar
|
862e05f716
|
tutorial: clamp zoom values in the Mandelbrot viewer.
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13 anni fa |
Sam Hocevar
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849461fb6f
|
tutorial: navigate in the fractal using the mouse.
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13 anni fa |
Sam Hocevar
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8ec5fff6df
|
core: implement Application::ShowPointer() so that applications can choose
whether to use the system mouse pointer or not.
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13 anni fa |
Sam Hocevar
|
adf2b0de2e
|
tutorial: speed up texture uploads in the Mandelbrot viewer by only
sending the part we just modified.
|
13 anni fa |
Sam Hocevar
|
ee3be0b6d3
|
tutorial: speed up Mandelbrot zoomer by only updating one pixel out of 4
each frame.
|
13 anni fa |
Sam Hocevar
|
7e10fe247b
|
tutorial: zoom automatically in the fractal viewer.
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13 anni fa |
Sam Hocevar
|
5b950dbda5
|
core: add a double complex type.
|
13 anni fa |
Sam Hocevar
|
ac80379324
|
tutorial: port Mandelbrot tutorial to the PS3.
|
13 anni fa |
Sam Hocevar
|
7e337a0607
|
ps3: compilation fixes for the PS3.
|
13 anni fa |
Sam Hocevar
|
97d2431456
|
tutorial: properly implement continuous color in the Mandelbrot viewer.
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13 anni fa |
Sam Hocevar
|
5120d97be5
|
tutorial: continuous color in the Mandelbrot viewer.
|
13 anni fa |
Sam Hocevar
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ff1773b58e
|
test: create the bases for a new tutorial, with texture uploads.
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13 anni fa |
Sam Hocevar
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11fb586a20
|
gpu: start implementing a vertex buffer object.
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13 anni fa |
Sam Hocevar
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433d05964c
|
core: implement complex numbers and add unit tests for these.
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13 anni fa |
Sam Hocevar
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1ca9c191e6
|
debug: fix a timing issue in the quad debug object.
|
13 anni fa |
Sam Hocevar
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55b8dece84
|
test: fix OS X compilation; we still need SDLmain.a on that platform.
|
13 anni fa |
Sam Hocevar
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3dde22ea62
|
test: add missing quaternion unit tests.
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13 anni fa |
Sam Hocevar
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3e9d3e323b
|
math: build quaternions from rotation matrices and conversely.
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13 anni fa |
Sam Hocevar
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def84d569d
|
core: implement a quaternion class and tighten some vector operation rules
to avoid common programming errors.
|
13 anni fa |
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 anni fa |
Sam Hocevar
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c3423cd765
|
test: clean up tutorial #2.
|
13 anni fa |
Sam Hocevar
|
3978ea9e2a
|
core: fix bugs in mat4::lookat() and mat4::perspective(), and ensure these
function use degrees rather than radians.
|
13 anni fa |
Sam Hocevar
|
c9aa11c9e3
|
test: start writing tutorials and other shit.
|
13 anni fa |
Sam Hocevar
|
804f6684b5
|
scene: try to disable all activated GL features in the scene rendering.
|
13 anni fa |
Sam Hocevar
|
4a16c072f2
|
core: new combinations of integer vectors (unsigned, 8-bit, etc.), dot and
cross product, normalize, etc.
|
13 anni fa |
Sam Hocevar
|
8deb365040
|
core: write a generic application class.
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13 anni fa |
Sam Hocevar
|
71844c65bb
|
core: port everything to SDL 1.3.
|
13 anni fa |
Sam Hocevar
|
e62b840f7e
|
build: allow to build without the PS3-specific files.
|
13 anni fa |
Sam Hocevar
|
6767dae741
|
core: disallow casting eg. a vec3 into a vec2. Use the xy() getter instead.
|
13 anni fa |
Sam Hocevar
|
973574f634
|
sprite: remove spurious property that caused sprites to be always displayed
at (0,0).
|
13 anni fa |
Sam Hocevar
|
c508dc2a4a
|
core: dynamically allocate mantissa for real numbers. One day we'll be able
to modify their precision at runtime.
|
13 anni fa |
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 anni fa |
Sam Hocevar
|
7af192f529
|
test: minor Remez algorithm tests.
|
13 anni fa |
Sam Hocevar
|
4e4e800572
|
core: implement the gamma function for reals using Spouge's formula.
|
13 anni fa |
Sam Hocevar
|
fcbfba7a44
|
build: use xvfb-run to run the windows-i386 test suite on a non-mingw
build host.
|
13 anni fa |
Sam Hocevar
|
b6b8044442
|
core: implement frexp(), ldexp() and modf() for reals.
|
13 anni fa |