Sam Hocevar
|
ed499e0c07
|
build: add libSDLmain.a binaries for GUI MinGW builds; the provided static
libraries only work with the Visual Studio runtime.
|
12 years ago |
Sam Hocevar
|
cb1f420933
|
core: fix the Windows and OS X builds with SDL.
|
12 years ago |
Sam Hocevar
|
5bd24fa1d3
|
build: hide the SDL_main.h inclusion in core.h, and only activate it
on Windows if using Visual Studio; if using MinGW, try to stick to the
original main() entry point.
|
12 years ago |
Sam Hocevar
|
b55033ac4d
|
core: on Windows, output log messages to the Visual Studio debug window
if appropriate.
|
12 years ago |
Sam Hocevar
|
25d3ec6fd8
|
core: fix shitloads of compiler warnings in the Bullet source code.
|
12 years ago |
Sam Hocevar
|
4c6b4b9e14
|
core: display names for entities that forget to call Entity::Tick*.
|
12 years ago |
Sam Hocevar
|
aa6ce4c34d
|
easymesh: set the capsule's main axis to Y, not Z.
|
12 years ago |
Sam Hocevar
|
497df444cc
|
easymesh: add the capsule mesh.
|
12 years ago |
Sam Hocevar
|
4621420316
|
easymesh: fix the HLSL code in shiny.lolfx.
|
12 years ago |
Sam Hocevar
|
a969597a56
|
build: rename "Lol.Core.Build.props" to the more explicit "config-build.xml"
and add a new "UseBullet" configuration flag.
|
12 years ago |
Sam Hocevar
|
b305986edb
|
easymesh: use an icosphere instead of an UV-sphere for the sphere primitive.
|
12 years ago |
Sam Hocevar
|
1ae419aaa3
|
gpu: enable backface culling for indexed meshes, too.
|
12 years ago |
Benjamin ‘Touky’ Huet
|
0ea021a40a
|
EasyMesh : Fixed normals on disc when one of the radius == 0
EasyPhysics : Added Cone primitive.
|
12 years ago |
Sam Hocevar
|
65ea695de1
|
core: start working on a higher level LolFx compiler based on the latest
GLSL grammar and some personal attempts at writing an HLSL grammar.
|
12 years ago |
Sam Hocevar
|
782379a86a
|
easymesh: the light direction is now a uniform variable.
|
12 years ago |
Sam Hocevar
|
c36a5fe78f
|
ps3: add pad support for the PS3, without plug/unplug detection for now.
|
12 years ago |
Sam Hocevar
|
9a95a8ec30
|
ps3: fix CPU and stack size performance issues on the PS3.
|
12 years ago |
Sam Hocevar
|
ca60558e03
|
build: put all Bullet files in their own VS2010 project subfolder.
|
12 years ago |
Sam Hocevar
|
fb28a7cadd
|
core: build Bullet as part of the VS2010 project.
|
12 years ago |
Sam Hocevar
|
735d071778
|
core: fix Bullet compilation with the Native Client toolchain.
|
12 years ago |
Sam Hocevar
|
372c287ccd
|
core: add the whole BulletPhysics source code to the engine core, because
that’s precisely how they want us to use it.
|
12 years ago |
Sam Hocevar
|
4220cb8e12
|
build: do like BulletPhysics and make the PS3 code always visible.
|
12 years ago |
Sam Hocevar
|
951c93ab84
|
data: fix ascii.png search path.
|
12 years ago |
Sam Hocevar
|
8be874ae39
|
build: factor the LolFx compilation rule into configure.ac.
|
12 years ago |
Sam Hocevar
|
caec5ed082
|
build: allow to build the PS3 binaries from Visual Studio if the proper
software is installed.
|
12 years ago |
Sam Hocevar
|
f3dfadd1f9
|
gpu: fix vertex and index buffer behaviour on the PS3.
|
12 years ago |
Sam Hocevar
|
23a55c53fe
|
core: workaround for systems that don't like thread exiting early.
|
12 years ago |
Sam Hocevar
|
3389ed69a2
|
build: move all games to a "games" subdirectory to clean up the root
directory layout mess.
|
12 years ago |
Sam Hocevar
|
74edd6cbab
|
build: OS X compilation fixes: use GL_INVALID_ENUM instead of GL_INVALID_INDEX
and support automake 1.12 in the bootstrap script.
|
12 years ago |
Sam Hocevar
|
78f7a303ff
|
build: reorganise all the build stuff so that it lies in build/ and
make sure each .vcxproj file is with its corresponding source code.
|
12 years ago |
Sam Hocevar
|
4fa458d653
|
gpu: disable framebuffer objects on GL ES for now, and disable integer
attributes if GL version isn't 3.0 at least.
|
12 years ago |
Sam Hocevar
|
28728814cc
|
core: replace usage of sin() or std::sin() with lol::sin() where appropriate.
|
12 years ago |
Sam Hocevar
|
8375f3443d
|
build: fix the PS3 port by using our trig.h everywhere instead of stdlib
functions; also remove a lot of idiotic "using namespace std" from the
codebase.
|
12 years ago |
Sam Hocevar
|
86a16aaff6
|
easymesh: move the Mesh builder into the engine core.
|
12 years ago |
Sam Hocevar
|
c035a1c2b7
|
core: fix a few build warnings and remove useless operators from the
"half" class. The build is now 3% faster.
|
12 years ago |
Sam Hocevar
|
95d26d18dd
|
gpu: remove FrameBuffer::Clear(), it's not really useful.
|
12 years ago |
Sam Hocevar
|
18d22e1fc5
|
gpu: better state restoration after vertex buffer usage.
|
12 years ago |
Sam Hocevar
|
6f73cafa08
|
build: simplify the .lolfx file compilation.
|
12 years ago |
Sam Hocevar
|
27d22a9778
|
gpu: do not convert u8vec4 to integers when set as array buffers, since we
want to normalise them to floats.
|
12 years ago |
Sam Hocevar
|
67113aa9f0
|
gpu: do not convert integers in vertex streams to floats.
|
12 years ago |
Sam Hocevar
|
2feb505b72
|
gpu: be more verbose about shader compilation; some warnings are useful.
|
12 years ago |
Sam Hocevar
|
ca5781ec1d
|
gpu: fix a harmless inconsistency in vertexbuffer function order that could
have confused the reader.
|
12 years ago |
Sam Hocevar
|
ce4c8eb731
|
gpu: add GL points support to the primitive rendering.
|
12 years ago |
Sam Hocevar
|
286c5edeb6
|
neercs: some refactoring.
|
12 years ago |
Sam Hocevar
|
e2295392b8
|
gpu: first FrameBuffer GPU class.
|
12 years ago |
Sam Hocevar
|
4a938d239b
|
build: remove \r from shader files before compilation.
|
12 years ago |
Sam Hocevar
|
e5e598bd68
|
gpu: first shot at a Shader::SetTexture() function.
|
12 years ago |
Sam Hocevar
|
add39177c5
|
gpu: disable all vertex attributes upon vertex declaration unbind, just
because we don't know yet how to disable them selectively.
|
12 years ago |
Sam Hocevar
|
ae79148e79
|
build: fix a few build issues (missing -lxinput, missing d3d9 source files).
|
12 years ago |
Sam Hocevar
|
1b9facda49
|
gpu: silently ignore empty vertex and index buffers instead of crashing
and letting the user guess what happened. This doesn't prevent us from
displaying an additional friendly warning later.
|
12 years ago |