Sam Hocevar
|
48ca9eaf9e
|
Add AndroidAdd to the VCS. Far from being usable for now.
|
13 years ago |
Sam Hocevar
|
8e6eb8db5a
|
Various changes to the Scene class. Not sure what's useful.
|
13 years ago |
Sam Hocevar
|
0e7bec2977
|
Use glClientActiveTexture() wherever it appears to make sense.
|
13 years ago |
Sam Hocevar
|
1fc1b60e66
|
Add transparency to DebugQuad and ensure it gets rendered over everything.
|
13 years ago |
Sam Hocevar
|
39697202d8
|
The DebugQuad object now rotates with time.
|
13 years ago |
Sam Hocevar
|
df21968ce2
|
Add texturing support to DebugQuad. Works with OpenGL (fixed pipeline
and programmable pipeline versions) and OpenGL ES 1.x for now.
|
13 years ago |
Sam Hocevar
|
2c4db85656
|
Replace #-style comments with dnl-style ones.
|
13 years ago |
Sam Hocevar
|
246bce7dd7
|
Add a DebugQuad class for simple feature testing.
|
13 years ago |
Sam Hocevar
|
336d42371e
|
Enable GL_TEXTURE_2D in the Scene class instead of Video.
|
13 years ago |
Sam Hocevar
|
dad4497ebe
|
Remove the Android hack, we can control it from the NDK build scripts.
|
13 years ago |
Sam Hocevar
|
fd465a0882
|
Merge all debug entity includes in <loldebug.h>.
|
13 years ago |
Sam Hocevar
|
42ea6c258e
|
Fix a typo in the optimisation flags.
|
13 years ago |
Sam Hocevar
|
7e16910784
|
Reduce optimisation strength in debug mode.
|
13 years ago |
Sam Hocevar
|
f7f6f4db91
|
Define a few user profilers.
|
13 years ago |
Sam Hocevar
|
586302999b
|
Fix delete/free confusions in EglApp and SdlApp.
|
13 years ago |
Sam Hocevar
|
7fd4603a82
|
Create a fake Image if SDL_image is not available, so that we can test
stuff anyway.
|
13 years ago |
Sam Hocevar
|
4aff0049b3
|
Use the new Image class instead of SDL_image in the TileSet class.
|
13 years ago |
Sam Hocevar
|
edd75a3c89
|
Add the Image class for better abstraction.
|
13 years ago |
Sam Hocevar
|
4be6c3fd33
|
Remove the old and ugly Font macro diversion.
|
13 years ago |
Sam Hocevar
|
8848cf53db
|
Put everything in the "lol" namespace. Better late than never.
|
13 years ago |
Sam Hocevar
|
cc7dd5f4f6
|
Try to fix GLES 2 rendering. No luck so far.
|
13 years ago |
Sam Hocevar
|
b8377c4160
|
Add preliminary support for EGL applications.
|
13 years ago |
Sam Hocevar
|
3191ca57bf
|
Set the default background color to something recognisable.
|
13 years ago |
Sam Hocevar
|
e41dd3a949
|
Create the SdlApp class to avoid code duplication. Ensure USE_SDL is
tested wherever relevant.
|
13 years ago |
Sam Hocevar
|
f75db4c57f
|
Fix the GLESv2 rendering.
|
13 years ago |
Sam Hocevar
|
c643668297
|
The engine now builds for GL and GL ES 1.x and 2.x, and runs for each
one except GL ES 2.x for now.
|
13 years ago |
Sam Hocevar
|
6e173ee3eb
|
Put the OpenGL header handling in <lolgl.h> for more convenience.
|
13 years ago |
Sam Hocevar
|
c5240f20e1
|
Fix a memory leak in the vertex array buffer handling.
|
13 years ago |
Sam Hocevar
|
5315089abe
|
Fix numerous resource leaks in scene.cpp.
|
13 years ago |
Sam Hocevar
|
c1a48408cf
|
Cache shader source CRCs to avoid costly recompilations.
|
13 years ago |
Sam Hocevar
|
07ebcb6e29
|
Implement CRC32 in the new Hash class. Will be useful for Dict and for
the new Shader cache.
|
13 years ago |
Sam Hocevar
|
194a025bc8
|
Protect the Shader constructor and provide a static creation method that
will let us cache shaders.
|
13 years ago |
Sam Hocevar
|
cf3e767213
|
Minor GL code reorganisation and simplification.
|
13 years ago |
Sam Hocevar
|
7ed3b998fd
|
Experimental GL mode works!
|
13 years ago |
Sam Hocevar
|
136510f0be
|
OpenGL code refactoring.
|
13 years ago |
Sam Hocevar
|
6405ef32ea
|
Get rid of float3, float4, int3 etc. in favour of GLSL types.
|
13 years ago |
Sam Hocevar
|
dde16a9dd6
|
Implement +=, -= and *= for matrices and vectors.
Add new types, closer to the GLSL ones.
|
13 years ago |
Sam Hocevar
|
e17ba05a9b
|
Merge more code from the experimental MVP refactor into the old GL code.
|
13 years ago |
Sam Hocevar
|
e1d6dbebce
|
Implement float4x4::rotate().
|
13 years ago |
Sam Hocevar
|
a17ef2ca4c
|
Implement float4x4::ortho() and float4x4::translate().
|
13 years ago |
Sam Hocevar
|
01be151c62
|
Try to factor all the recent GLSL stuff in the new Shader class.
|
13 years ago |
Sam Hocevar
|
4df4ba3a78
|
Get rid of the SHADER_CRAP macro and use LOL_EXPERIMENTAL instead,
together with the --enable-experimental flag. Use LOL_DEBUG and
LOL_RELEASE instead of the previous values.
|
13 years ago |
Sam Hocevar
|
5eceff01e8
|
Clean up stuff in the shader crap.
|
13 years ago |
Sam Hocevar
|
7dfbff6ca9
|
More shader crap. Texture coordinates now work. Still disabled.
|
13 years ago |
Sam Hocevar
|
dcc0087455
|
Fix a nasty bug in the float4x4::frustum() computation.
|
13 years ago |
Sam Hocevar
|
139555f45c
|
More shader crap. We can now display a coloured quad. Still disabled.
|
13 years ago |
Sam Hocevar
|
58e12ca4d1
|
More shader crap for GLSL 1.30. Still disabled.
|
13 years ago |
Sam Hocevar
|
b9c013e665
|
Implement float4x4::frustum() and float4x4::perspective() to build
projection matrices.
|
13 years ago |
Sam Hocevar
|
4b484d5bc8
|
Make the float4x4 constructor fill only the matrix's diagonal. Thus
the float4x4::identity() method is no longer necessary.
|
13 years ago |
Sam Hocevar
|
7d0990d858
|
Fix shader crap syntax, caused by space-like UTF-8 characters.
|
13 years ago |