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 anni fa |
Sam Hocevar
|
5adaccac91
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test: make namespace usage less intrusive in math examples.
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13 anni fa |
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 anni fa |
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 anni fa |
Sam Hocevar
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0a669f9c49
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tutorial: make the GLSL Mandelbrot shader completely branchless.
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13 anni fa |
Sam Hocevar
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e5df84100b
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nacl: quick and dirty mouse support.
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13 anni fa |
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 anni fa |
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 anni fa |
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 anni fa |
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 anni fa |
Sam Hocevar
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2edb8115e6
|
core: port all code to NativeClient. Nothing runs for now, but it builds.
|
13 anni fa |
Sam Hocevar
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8a239b4df7
|
gl: fix long-standing bug where clear color didn't properly set
the alpha value.
|
13 anni fa |
Sam Hocevar
|
aab3fb7c45
|
tutorial: progressive zoom in the Mandelbrot viewer.
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13 anni fa |
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 anni fa |
Sam Hocevar
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f9323a8a89
|
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.
|
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
|
tutorial: port the new Mandelbrot shader to Cg.
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13 anni fa |
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 anni fa |
Sam Hocevar
|
adf0dfcc7e
|
tutorial: decorrelate window size and texture size in the Mandelbrot viewer.
|
13 anni fa |
Sam Hocevar
|
ebefc041b5
|
tutorial: replace log() calls with fast approximations.
|
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.
|
13 anni fa |
Sam Hocevar
|
e5dcf4dd2a
|
tutorial: try to reduce the blur effect; now it's pixelated...
|
13 anni fa |
Sam Hocevar
|
862e05f716
|
tutorial: clamp zoom values in the Mandelbrot viewer.
|
13 anni fa |
Sam Hocevar
|
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.
|
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.
|
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.
|
13 anni fa |
Sam Hocevar
|
5120d97be5
|
tutorial: continuous color in the Mandelbrot viewer.
|
13 anni fa |
Sam Hocevar
|
ff1773b58e
|
test: create the bases for a new tutorial, with texture uploads.
|
13 anni fa |
Sam Hocevar
|
11fb586a20
|
gpu: start implementing a vertex buffer object.
|
13 anni fa |
Sam Hocevar
|
433d05964c
|
core: implement complex numbers and add unit tests for these.
|
13 anni fa |
Sam Hocevar
|
1ca9c191e6
|
debug: fix a timing issue in the quad debug object.
|
13 anni fa |
Sam Hocevar
|
55b8dece84
|
test: fix OS X compilation; we still need SDLmain.a on that platform.
|
13 anni fa |
Sam Hocevar
|
3dde22ea62
|
test: add missing quaternion unit tests.
|
13 anni fa |
Sam Hocevar
|
3e9d3e323b
|
math: build quaternions from rotation matrices and conversely.
|
13 anni fa |
Sam Hocevar
|
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
|
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 |