Sam Hocevar
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f23b47a8e2
|
ps3: start fixing the vertex buffer logic in there.
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13 years ago |
Sam Hocevar
|
9960f73351
|
gpu: normalize 8-bit integer data in 0..1 by default.
|
13 years ago |
Sam Hocevar
|
bc5bf62886
|
gpu: assume 8-bit unsigned vertex data is expected to be normalised on 0-1.
|
13 years ago |
Sam Hocevar
|
8894958f0e
|
gpu: fix a stupid signed/unsigned inconsistency causing vertex declaration
creation failures.
|
13 years ago |
Sam Hocevar
|
578368f452
|
gpu: abstraction class for index buffers; the cube tutorial no longer
needs to know about Direct3D headers etc.
|
13 years ago |
Sam Hocevar
|
b6c330f3d8
|
gpu: remove old code in VertexBuffer that caused a memory leak.
|
13 years ago |
Sam Hocevar
|
fe9bab81c1
|
gpu: fix a great lot of Direct3D problems, spotted using PIX.
|
13 years ago |
Sam Hocevar
|
48c7070243
|
gpu: replace exit(0) in D3D error checks with lol::Abort().
|
13 years ago |
Sam Hocevar
|
0d49891632
|
gpu: fix a nasty bug in the D3D9 vertex declaration code that caused
wrong offset computations.
|
13 years ago |
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.
|
13 years ago |
Sam Hocevar
|
560d5cc6be
|
gpu: fix the core scene renderer.
|
13 years ago |
Sam Hocevar
|
6169c874e4
|
gpu: port the vertex buffer abstraction layer to OpenGL.
|
13 years ago |
Sam Hocevar
|
f7e202a7c8
|
gpu: implement vertex buffer streams for Direct3D. OpenGL is missing for now.
|
13 years ago |
Sam Hocevar
|
2601c970a2
|
gpu: refactor the vertex declaration code to allow several vertex streams.
|
13 years ago |
Sam Hocevar
|
3ab2f621f8
|
gpu: fix compilation errors and warnings in the vertex declaration code.
|
13 years ago |
Sam Hocevar
|
5218c59ab7
|
gpu: start working on a template-based vertex buffer class.
|
13 years ago |
Sam Hocevar
|
7b7d4fe003
|
build: stop defining ANDROID_NDK and check for __ANDROID__ instead.
According to David Turner, “it should be the only thing that NDK users
should be testing again.”
|
13 years ago |
Sam Hocevar
|
f23ce9c7b4
|
ui: add a Platform class to query information about the current platform.
Implement GetMouseCount() to query the number of mice on the system.
|
14 years ago |
Sam Hocevar
|
8848cf53db
|
Put everything in the "lol" namespace. Better late than never.
|
14 years ago |
Sam Hocevar
|
e41dd3a949
|
Create the SdlApp class to avoid code duplication. Ensure USE_SDL is
tested wherever relevant.
|
14 years ago |
Sam Hocevar
|
21fd077d12
|
Reduce audio latency by using 1K samples instead of 4K.
|
14 years ago |
Sam Hocevar
|
640735731a
|
Add preliminary support for sound samples. Implement click.
|
14 years ago |
Sam Hocevar
|
0ed566d3cc
|
Complete Lol Engine / Deus Hax / Monsterz split.
|
14 years ago |
Sam Hocevar
|
50e4f67254
|
Get the timer to talk milliseconds instead of seconds.
|
14 years ago |
Sam Hocevar
|
0d78ca44ca
|
Implement Timer::PollSeconds(), if necessary.
|
14 years ago |
Sam Hocevar
|
8bfb98c160
|
Implement a better timing mechanism for fixed framerate. Accuracy is
sub-millisecond but can be improved if we get rid of SDL timers.
|
14 years ago |