Sam Hocevar
|
c3b23d1f4d
|
core: add a half to float conversion routine and utility floating point
functions such as isnan(), isinf() etc.
|
13 years ago |
Sam Hocevar
|
4379388b52
|
test: add first test routines for the half class.
|
13 years ago |
Sam Hocevar
|
96007d26c4
|
core: start working on the "half" type.
|
13 years ago |
Sam Hocevar
|
2b9d64f7a8
|
core: more vec?i -> ?veci renames.
|
13 years ago |
Sam Hocevar
|
b111f7e3d8
|
core: move platform-specific code to specific directories.
|
13 years ago |
Sam Hocevar
|
6b1985d95f
|
android: keep a pointer on the global Java VM instead of the current
environment, so back-to-jvm techniques can work from any thread.
|
13 years ago |
Sam Hocevar
|
6bbe943492
|
core: rename vec2i to ivec2 etc. to better match GLSL.
|
13 years ago |
Sam Hocevar
|
f79a3c52b5
|
core: add a Sprite class to try to factor some common logic currently
found in the game. Will be greatly improved later.
|
13 years ago |
Sam Hocevar
|
5c5739e508
|
ps3: port the dithering code to Cg. It does not work because subscripting
with runtime variables is only valid for arrays of texture samples.
|
13 years ago |
Sam Hocevar
|
533b3b33e0
|
render: add a Gradient class that will be used for dithering later.
|
13 years ago |
Sam Hocevar
|
611b599682
|
debug: more iOS compilation fixes; GL_VERTEX_ARRAY isn't available.
|
13 years ago |
Sam Hocevar
|
f778f5352e
|
build: add iOS build rules to the XML configuration.
|
13 years ago |
Sam Hocevar
|
28f0fc2675
|
debug: fix iOS compilation of the debug quad code.
|
13 years ago |
Sam Hocevar
|
473166f72d
|
ios: update XCode project and fix a GL test compilation issue.
|
13 years ago |
Sam Hocevar
|
05ed66b18d
|
ps3: port our naive dithering algorithm to the PS3's shader language.
|
13 years ago |
Sam Hocevar
|
e1f496d025
|
ps3: fix the pad handling code that was ignoring the pad information when
its state hadn't changed.
|
13 years ago |
Sam Hocevar
|
8493bedaaa
|
build: update Bitten configuration for Windows cross-compilation.
|
13 years ago |
Sam Hocevar
|
ecb0d80b7e
|
android: fix Android NDK compilation.
|
13 years ago |
Sam Hocevar
|
23d1701035
|
build: allow to properly cross-compile for PS3 on Mingw.
|
13 years ago |
Sam Hocevar
|
c8355d2821
|
web: tune Bitten configuration.
|
13 years ago |
Sam Hocevar
|
84ba156232
|
web: create bitten configuration for an amd64 slave.
|
13 years ago |
Sam Hocevar
|
971920e1fd
|
ps3: prevent compilation of Ps3Input on other platforms.
|
13 years ago |
Sam Hocevar
|
f4bf2954ba
|
build: do not use AM_CONDITIONAL... conditionally.
|
13 years ago |
Sam Hocevar
|
92d0050938
|
ps3: add a build-ps3 script that uses autoconf and automake.
|
13 years ago |
Sam Hocevar
|
b77f25b7ff
|
ps3: get rid of the useless and convoluted padutil dependency; the
standard pad API is perfect for us.
|
13 years ago |
Sam Hocevar
|
95e22c5ef2
|
ps3: add a simple PS3 input system that currently merely emulates mouse
movements with the right stick and one mouse button with the L1 or R1 buttons.
|
13 years ago |
Sam Hocevar
|
f4841d64ec
|
emitter: fix wrong velocity value computation in the particles.
|
13 years ago |
Sam Hocevar
|
ed3d51f00c
|
android: implement JNI_OnLoad and use Log::Info instead of the native
Android functions.
|
13 years ago |
Sam Hocevar
|
df638532d8
|
image: error reporting in the Android image loading class.
|
13 years ago |
Sam Hocevar
|
a457134d9f
|
ps3: load textures using the system's PNGDEC module.
|
13 years ago |
Sam Hocevar
|
7cfcfb2413
|
shader: factor the uniform handling logic into platform-independent methods
for both OpenGL and the PS3.
|
13 years ago |
Sam Hocevar
|
394fffe057
|
gl: implement the PS3 version of our bitmap renderer.
|
13 years ago |
Sam Hocevar
|
e3e99deb12
|
debug: add a debug example with a shader and a uniform matrix parameter, to
check that uniforms work properly on the PS3.
|
13 years ago |
Sam Hocevar
|
1e9cfba718
|
debug: add new shader tests and write some Cg equivalents on the PS3.
|
13 years ago |
Sam Hocevar
|
eb32d04c84
|
ps3: if the implementation supports Cg but not GLSL (for instance on the PS3),
use the system's Cg compiler.
|
13 years ago |
Sam Hocevar
|
299100949a
|
contrib: add missing .a files that have been ignored by .gitignore for
something like forever, and fix .gitignore so that this doesn't happen
again.
|
13 years ago |
Sam Hocevar
|
9bea12367d
|
debug: minor updates to the debug quad code.
|
13 years ago |
Sam Hocevar
|
ad17147b43
|
debug: refactor quad test.
|
13 years ago |
Sam Hocevar
|
28f8fce429
|
gl: do not call glDeleteBuffers with a zero-length list, it crashes on
the PS3.
|
13 years ago |
Sam Hocevar
|
c968144c69
|
ps3: until we know how to retrieve and change the screen resolution from
within the Video class, just store what the GL context tells us and stick
to that.
|
13 years ago |
Sam Hocevar
|
66102168e3
|
debug: make the GL test compile on Android.
|
13 years ago |
Sam Hocevar
|
6ef55ca61f
|
ps3: some compilation fixes to accomodate for recent debug additions.
|
13 years ago |
Sam Hocevar
|
0328a6dfa3
|
test: add a unit test for the recent vector promotion problem.
|
13 years ago |
Sam Hocevar
|
28bda9a25b
|
core: fix a bug in vector casts; vec2 -> vec3 promotion for instance would
forget to zero the 3rd coordinate.
|
13 years ago |
Sam Hocevar
|
b71ed99d8e
|
debug: reset the GL state more aggressively between quad renderings; this
helped find a few bugs such as textures not bound.
|
13 years ago |
Sam Hocevar
|
084e728d42
|
build: make build-mingw executable.
|
13 years ago |
Sam Hocevar
|
29f9e664e0
|
build: a few more .gitignore entries.
|
13 years ago |
Sam Hocevar
|
153425ed14
|
debug: only print the layer and map errors once.
|
13 years ago |
Sam Hocevar
|
5123b94188
|
debug: reset texture unit in the GL quad.
|
13 years ago |
Sam Hocevar
|
e750e82332
|
gl: initialise Glew in the video setup instead of the SDL app, so we don't
have to duplicate this code to other places. Fixes the GTK app on the way.
|
13 years ago |