1627 コミット (baebd131fc6ad02afa61d31b0407c73d65774c62)

作成者 SHA1 メッセージ 日付
  Sam Hocevar 544f1e873b gpu: increase default minimum shader model. 13年前
  Sam Hocevar 47d98bde9a gpu: use a valid default framebuffer color format on the PS3. 13年前
  Sam Hocevar 5f137d077c debug: add minor debug messages to the ticker, ensure LOL_DEBUG and 13年前
  Sam Hocevar 3829380c3c core: revert unfinished commit that wasn't really interesting. 13年前
  Sam Hocevar 0b7c51b992 ofsdiofisdoifods 13年前
  Sam Hocevar df6134e648 input: fix minor PS3 compilation error. 13年前
  Sam Hocevar 3bfbb6c408 build: fix shitloads of warnings. 13年前
  Sam Hocevar 5c5abfa53c math: improve slerp implementation. 13年前
  jeunathe 5224a5dd99 Added test in slerp to avoid -1 quat members 13年前
  Sam Hocevar 5f94ceb454 input: switch all key names to camel case, like our other enums. 13年前
  jeunathe cbd842b21a Added Slerp method to Quat 13年前
  Sam Hocevar f2c269cb1e math: add dot() for quaternions, plus the relevant unit test. 13年前
  Benjamin ‘Touky’ Huet 284891f200 Fixed Entity::TickGame log flood. 13年前
  Benjamin ‘Touky’ Huet 1e48c827a4 Input now works correctly 13年前
  Cédric Lecacheur 4e7af3279c optim radialJitter 13年前
  Benjamin ‘Touky’ Huet 0c1b47f25e mieux la ? 13年前
  Benjamin ‘Touky’ Huet 655f640403 Windows. 13年前
  Benjamin ‘Touky’ Huet 08a54c1a2a Added correct implementation of Action layer for Inputs. 13年前
  Sam Hocevar 2df85645fb gpu: document and tweak some class declarations. 13年前
  Benjamin ‘Touky’ Huet 8838ef06b6 Added InputTracker test initPhysTest 13年前
  Cédric Lecacheur 82bb4cd6a3 EsayMesh : RadialJitter func & demo added 13年前
  Sam Hocevar 50de813d99 gpu: explicitly create render targets on the Xbox 360. 13年前
  Sam Hocevar 6aed414491 gpu: port FBO code to the Xbox360. 13年前
  Sam Hocevar e4cc84d5b3 gpu: finalise the framebuffer object Direct3D implementation. 13年前
  Sam Hocevar 7d5fe8a7c6 gpu: create the ShaderTexture class, replace Shader::SetTexture with a 13年前
  Sam Hocevar 9eb88af17c gpu: remove support for the accumulation buffer, it's deprecated anyway. 13年前
  Sam Hocevar 51bf8067a9 gpu: get rid of the glClearColor, glClearDepth and glClear calls in all 13年前
  Sam Hocevar 291119d087 easymesh: per-fragment lighting in the HLSL shader (PS3, Xbox 360). 13年前
  Benjamin ‘Touky’ Huet 11ddba1864 Added Attachment/base logic with working attachment with EasyCharacterController. 13年前
  Sam Hocevar fd77cb00f2 easymesh: fragment-based lighting. 13年前
  Sam Hocevar 0fa5d6ae57 gpu: on the PS3, use the OES version of the framebuffer GL calls. 13年前
  Benjamin ‘Touky’ Huet fcd46a2969 Build FIX .... again. 13年前
  Benjamin ‘Touky’ Huet 0e2889b21f Fixed build 13年前
  Benjamin ‘Touky’ Huet 075be12a77 Added a skeleton for Input Tracking & base idea for Touch/untouch mechanics. 13年前
  Sam Hocevar 6cb1db5188 easymesh: make hex colour command arguments case-insensitive. 13年前
  Sam Hocevar 1277f66fb6 gpu: activate FBO support on Android. 13年前
  Sam Hocevar 2e3db290cb gpu: support framebuffer objects on OpenGL ES (depth buffer isn't 13年前
  Benjamin ‘Touky’ Huet e8d2d8c202 So Character Controller works with a lazy camera logic. 13年前
  Sam Hocevar d684c0d113 scene: avoid doing hundreds of useless OpenGL calls if no 2D sprite is 13年前
  Sam Hocevar fdf946042a easymesh: fix the non-uniform sphere scaling and enforce odd numbers 13年前
  Sam Hocevar 400c75a69c core: clamp deltatime to 15 fps to avoid erratic behaviour. 13年前
  Sam Hocevar 0f14383241 build: split the D3d9 build flags into D3d9 and Xinput for situations where 13年前
  Sam Hocevar 0b971d7926 input: allow to easily track more than one input stick. 13年前
  Sam Hocevar eab78ea114 input: switch SDL joystick handling mode to polling, because we won't get 13年前
  Sam Hocevar f74b85fcf7 tutorial: test some advanced shapes for easymesh. 13年前
  Sam Hocevar 093143e301 android: simplify the logger code. 13年前
  Sam Hocevar 837e56435d easymesh: fix the specular highlight in the OpenGL shader. 13年前
  Sam Hocevar 7a776e72f5 core: fix the X360 build by re-adding macro barriers I removed. 13年前
  Sam Hocevar 9b5880936c build: tweak everything to allow building with SDL on the Raspberry Pi. 13年前
  Sam Hocevar 23ab462042 gpu: try to patch some simple GLSL shaders on the fly so that they 13年前