Sam Hocevar
|
8bea4cf189
|
math: ensure real::fabs() is never chosen over std::fabs() for arguments
that are not explicitly real, even with namespace mistakes.
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12 years ago |
Sam Hocevar
|
c0cb995fd2
|
win32: various compilation fixes, mostly project updates, but also a
workaround for a Visual Studio compiler bug (Connect Id #730878).
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12 years ago |
Sam Hocevar
|
64f6c5818b
|
test: that cast was necessary, after all...
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12 years ago |
Sam Hocevar
|
54f74a1b20
|
win32: some compilation fixes here and there.
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12 years ago |
Sam Hocevar
|
03250fa321
|
test: remove a useless cast.
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12 years ago |
Sam Hocevar
|
db728e48fe
|
threads: change Queue to a template so that we can manage the element type.
|
12 years ago |
Sam Hocevar
|
0a52e68f6f
|
math: rename matrix.h to vector.h and simplify some stuff, especially in
the matrix code itself.
|
13 years ago |
Sam Hocevar
|
57df2357de
|
math: try to implement the magic getter/setter pattern. BREAKS BUILD.
|
13 years ago |
Sam Hocevar
|
d38a79ee3d
|
math: move most vector and matrix member functions to global functions.
|
13 years ago |
Sam Hocevar
|
bed5dea0c0
|
math: implement ulp() for reals, which returns the smallest real y > 0 such
that x + y != x, and nextafter() which behaves like the C function.
|
13 years ago |
Sam Hocevar
|
d763474c0b
|
lolremez: release LolRemez 0.2.
|
13 years ago |
Sam Hocevar
|
dfdff977c1
|
math: significant performance improvements in the Remez solver.
|
13 years ago |
Sam Hocevar
|
c4bad581a2
|
math: write a faster factorial method for use in exp() and sin(). These
functions are now about 20% faster.
|
13 years ago |
Sam Hocevar
|
9f9566bdb6
|
lolremez: distribute Visual Studio files with LolRemez.
|
13 years ago |
Sam Hocevar
|
366644d43c
|
real: get rid of <<= and >>= operators; we can use ldexp() instead. As a
bonus, multiplication or division by a power of two will be optimised as
a shift of the exponent.
|
13 years ago |
Sam Hocevar
|
df39a0cedd
|
math: make everything clean for a LolRemez release.
|
13 years ago |
Sam Hocevar
|
48bf48a4e4
|
math: move the Remez algorithm implementation to the core.
|
13 years ago |
Sam Hocevar
|
f56c72c53d
|
core: fix the sign of a negative real number raised to an even power, and
add the corresponding unit test.
|
13 years ago |
Sam Hocevar
|
992c198a66
|
core: allow to build a real number using a string literal.
|
13 years ago |
Sam Hocevar
|
3283dfc011
|
build: minor reorganisation of the sandbox code.
|
13 years ago |
Sam Hocevar
|
2d3ee50da3
|
test: do not test for strict doubles equality in quaternion unit test.
|
13 years ago |
Sam Hocevar
|
3d3ec36548
|
core: start working on the Emcee class.
|
13 years ago |
Sam Hocevar
|
215b6c2065
|
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, and
increase the maximum iteration count to 340.
|
13 years ago |
Sam Hocevar
|
608f52eefb
|
test: proper multithreading in the Mandelbrot tutorial.
|
13 years ago |
Sam Hocevar
|
94f5450399
|
test: minor tuning, esp. for the PS3.
|
13 years ago |
Sam Hocevar
|
0a113459a5
|
ps3: start implementing the PS3 threading system, and port the new
Mandelbrot shader code to Cg.
|
13 years ago |
Sam Hocevar
|
b5cc7b7877
|
tutorial: work around i915 driver limitations in the Mandelbrot viewer shader.
|
13 years ago |
Sam Hocevar
|
5adaccac91
|
test: make namespace usage less intrusive in math examples.
|
13 years ago |
Sam Hocevar
|
6640cacd29
|
tutorial: smarter register and instruction usage in the Mandelbrot zooming
shader.
|
13 years ago |
Sam Hocevar
|
222401ad97
|
tutorial: simplify the Mandelbrot viewing shader in the hope that it will
work on i915 cards.
|
13 years ago |
Sam Hocevar
|
0a669f9c49
|
tutorial: make the GLSL Mandelbrot shader completely branchless.
|
13 years ago |
Sam Hocevar
|
e5df84100b
|
nacl: quick and dirty mouse support.
|
13 years ago |
Sam Hocevar
|
b7f21d3d49
|
tutorial: fix texel offset issues in the fractal zoomer.
|
13 years ago |
Sam Hocevar
|
07520f26f2
|
nacl: workaround for ANGLE issue #258 where GLSL mod() is badly translated
in HLSL.
|
13 years ago |
Sam Hocevar
|
6743bb45cd
|
nacl: the Mandelbrot zoomer is starting to work on NaCl.
|
13 years ago |
Sam Hocevar
|
2edb8115e6
|
core: port all code to NativeClient. Nothing runs for now, but it builds.
|
13 years ago |
Sam Hocevar
|
aab3fb7c45
|
tutorial: progressive zoom in the Mandelbrot viewer.
|
13 years ago |
Sam Hocevar
|
7f096b61e4
|
tutorial: look into previous frames for data when zooming in the Mandelbrot
viewer using only the shader.
|
13 years ago |
Sam Hocevar
|
f9323a8a89
|
tutorial: get the Mandelbrot viewer to run on OS X.
|
13 years ago |
Sam Hocevar
|
ec705032ad
|
ps3: fix a performance issue in the Mandelbrot viewer texture upload.
|
13 years ago |
Sam Hocevar
|
aa4bde4a60
|
ps3: fix a typo causing a compilation error.
|
13 years ago |
Sam Hocevar
|
08e3ee64ad
|
tutorial: create texture with the proper format and type on the PS3.
|
13 years ago |
Sam Hocevar
|
790f3783d2
|
tutorial: port the new Mandelbrot shader to Cg.
|
13 years ago |
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 years ago |
Sam Hocevar
|
adf0dfcc7e
|
tutorial: decorrelate window size and texture size in the Mandelbrot viewer.
|
13 years ago |
Sam Hocevar
|
ebefc041b5
|
tutorial: replace log() calls with fast approximations.
|
13 years ago |
Sam Hocevar
|
5d42f27259
|
tutorial: port the Mandelbrot dithering shader to Cg.
|
13 years ago |
Sam Hocevar
|
57a2833985
|
tutorial: try to send data to the GPU that matches the internal format.
|
13 years ago |
Sam Hocevar
|
20f67433ef
|
tutorial: use a palette for the rendering; it gives us free dithering and
gains 10 milliseconds in the game tick.
|
13 years ago |
Sam Hocevar
|
e5dcf4dd2a
|
tutorial: try to reduce the blur effect; now it's pixelated...
|
13 years ago |