Sam Hocevar
9262efbac3
core: use operator<< instead of operator+= to append stuff to arrays,
it's a bit less confusing.
hace 12 años
Sam Hocevar
ad0e3f8b6d
tutorial: fix the inconsistent vertex counting.
hace 12 años
Sam Hocevar
9b0958e6d1
tutorial: get rid of a hardcoded value.
hace 12 años
Sam Hocevar
578368f452
gpu: abstraction class for index buffers; the cube tutorial no longer
needs to know about Direct3D headers etc.
hace 12 años
Sam Hocevar
02e31f5c41
core: add a simple Array template class.
hace 12 años
Sam Hocevar
24626c671f
tutorial: some refactoring in the tutorials.
hace 12 años
Sam Hocevar
fe9bab81c1
gpu: fix a great lot of Direct3D problems, spotted using PIX.
hace 12 años
Sam Hocevar
bfb0ad1e61
tutorial: use an interleaved vertex/color buffer.
hace 12 años
Sam Hocevar
48c7070243
gpu: replace exit(0) in D3D error checks with lol::Abort().
hace 12 años
Sam Hocevar
f7770f7387
gpu: add an Unbind() method for textures for clean up. Unfortunately
the Scene code still breaks Direct3D rendering.
hace 12 años
Sam Hocevar
169a16b63e
gpu: move the platform-specific triangle drawing call to the VertexDeclaration
class, so that the calling code does not need to know what the backend is.
hace 12 años
Sam Hocevar
a54bb70d64
build: minor Windows compilation fixes.
hace 12 años
Sam Hocevar
6169c874e4
gpu: port the vertex buffer abstraction layer to OpenGL.
hace 12 años
Sam Hocevar
f7e202a7c8
gpu: implement vertex buffer streams for Direct3D. OpenGL is missing for now.
hace 12 años
Sam Hocevar
2601c970a2
gpu: refactor the vertex declaration code to allow several vertex streams.
hace 12 años
Sam Hocevar
5218c59ab7
gpu: start working on a template-based vertex buffer class.
hace 12 años
Sam Hocevar
8f0fc94027
tutorial: fix a compilation error and remove now useless vector type casts.
hace 12 años
Sam Hocevar
701eb778a3
tutorial: fix the texture swizzling for the fractal viewer on Xbox 360.
hace 12 años
Sam Hocevar
1485e5bf63
gpu: add support for integer uniforms and fix a few PS3 and Linux compilation
issues that were introduced with the Direct3D changes.
hace 12 años
Sam Hocevar
458378003c
win32: the uniform handling code was completely broken; we now properly
retrieve the constant's register index in the description table. This also
allows us to use a single uniform handle for both the vertex and pixel
shaders in a PS3 Cg program.
hace 12 años
Sam Hocevar
c2ff2ad9b7
win32: add Direct3D texture creation code in the fractal zoomer. Shader
support is still missing.
hace 12 años
Sam Hocevar
090834b149
win32: start porting the graphical backend to DirectX 9. Apparently I
cannot used DirectX 10 because my video card only supports DX9, and there
is no compatibility layer. DX11 has feature levels for older hardware so
it would work with a DX9 card, but it's not available for WinXP.
hace 12 años
Sam Hocevar
4fac6d468b
tutorial: fix unbalanced parenthesis breaking compilation.
hace 12 años
Sam Hocevar
4c7ce44cdb
tutorial: port the rotating cube tutorial to the Xbox 360 and
tweak the triangle tutorial to make it shorter.
hace 12 años
Sam Hocevar
bd69c76f90
xbox: fix a few problems in the shader handling code; the first tutorial now
works on the Xbox.
hace 12 años
Sam Hocevar
39b59b3d42
test: fix uninitialised member variable.
hace 12 años
Sam Hocevar
2831476774
build: major refactoring of the Win32 and Xbox project files; we now
link properly on the Xbox.
hace 12 años
Sam Hocevar
43e152053a
win32: add a lot of DirectX stubs.
hace 12 años
Sam Hocevar
59ee25e0b3
win32: a few compilation fixes, including GDI+ linking properly now.
hace 12 años
Sam Hocevar
40be36ec2c
test: fix logic bugs in two tutorials.
hace 12 años
Sam Hocevar
c0cb995fd2
win32: various compilation fixes, mostly project updates, but also a
workaround for a Visual Studio compiler bug (Connect Id #730878 ).
hace 12 años
Sam Hocevar
64f6c5818b
test: that cast was necessary, after all...
hace 12 años
Sam Hocevar
03250fa321
test: remove a useless cast.
hace 12 años
Sam Hocevar
db728e48fe
threads: change Queue to a template so that we can manage the element type.
hace 12 años
Sam Hocevar
57df2357de
math: try to implement the magic getter/setter pattern. BREAKS BUILD.
hace 13 años
Sam Hocevar
d38a79ee3d
math: move most vector and matrix member functions to global functions.
hace 13 años
Sam Hocevar
215b6c2065
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, and
increase the maximum iteration count to 340.
hace 13 años
Sam Hocevar
608f52eefb
test: proper multithreading in the Mandelbrot tutorial.
hace 13 años
Sam Hocevar
94f5450399
test: minor tuning, esp. for the PS3.
hace 13 años
Sam Hocevar
0a113459a5
ps3: start implementing the PS3 threading system, and port the new
Mandelbrot shader code to Cg.
hace 13 años
Sam Hocevar
b5cc7b7877
tutorial: work around i915 driver limitations in the Mandelbrot viewer shader.
hace 13 años
Sam Hocevar
6640cacd29
tutorial: smarter register and instruction usage in the Mandelbrot zooming
shader.
hace 13 años
Sam Hocevar
222401ad97
tutorial: simplify the Mandelbrot viewing shader in the hope that it will
work on i915 cards.
hace 13 años
Sam Hocevar
0a669f9c49
tutorial: make the GLSL Mandelbrot shader completely branchless.
hace 13 años
Sam Hocevar
e5df84100b
nacl: quick and dirty mouse support.
hace 13 años
Sam Hocevar
b7f21d3d49
tutorial: fix texel offset issues in the fractal zoomer.
hace 13 años
Sam Hocevar
07520f26f2
nacl: workaround for ANGLE issue #258 where GLSL mod() is badly translated
in HLSL.
hace 13 años
Sam Hocevar
6743bb45cd
nacl: the Mandelbrot zoomer is starting to work on NaCl.
hace 13 años
Sam Hocevar
2edb8115e6
core: port all code to NativeClient. Nothing runs for now, but it builds.
hace 13 años
Sam Hocevar
aab3fb7c45
tutorial: progressive zoom in the Mandelbrot viewer.
hace 13 años