15 次代码提交 (fe66f12e534137261af7028c7c7ee7f1aba1318f)

作者 SHA1 备注 提交日期
  Sam Hocevar 1f9be92a66 Use smart pointers in a lot of the rendering code. 5 年前
  Sam Hocevar 4c9c63894d Allow to resize the SDL window and propagate changes to the scene. 5 年前
  Sam Hocevar beeded3d85 render: simplify Renderer code 5 年前
  Sam Hocevar 6dd7a0cb39 Another lowercase switching frenzy, because why not. 6 年前
  touky 575ef8e497 DebugDrawContext pass 8 年前
  touky 527e27c880 - ImGUI is now operational again 8 年前
  Sam Hocevar 0ef4e3c203 Clean up a lot of shader crap 8 年前
  Sam Hocevar 6a35a64dd5 sys: make a few functions lowercase. 8 年前
  Sam Hocevar 078751a820 math: all API functions dealing with angles now use radians. 9 年前
  Sam Hocevar 861568b146 misc: some cleanup in files, including UTF-8 BOM. 9 年前
  Sam Hocevar 441a20af99 misc: fix copyright information here and there. 9 年前
  Sam Hocevar 03c17fcae4 base: clean up and refactor containers. 9 年前
  Benjamin ‘Touky’ Huet 2170b89b11 MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others. 9 年前
  Benjamin ‘Touky’ Huet f67da65818 First pass of EasyMesh split & refactor 9 年前
  Sam Hocevar d72cb24bc0 build: move sample and tutorial files around. 10 年前
  Sam Hocevar cd988786b9 build: reorganise includes so that we can use precompiled headers later. 10 年前
  Sam Hocevar ad9a388e80 misc: remove 100% of the "using namespace std;" madness. 10 年前
  Sam Hocevar fe665f85b4 base: strip core.h from its contents and put it in public/private headers. 10 年前
  Sam Hocevar 398ee1b4d5 base: use lol::array in most places. 10 年前
  Sam Hocevar ebfd692152 base: simplify code here and there. 10 年前
  Sam Hocevar da6b3d5cd0 scenegraph: Entity::TickDraw() now provides a reference to the current 10 年前
  Benlitz f104674963 gpu: removed attribute name, everything works using semantic only now. For glsl, semantic is determined from the attribute name which must follow this pattern: in_[Semantic][index], index being optional. Note: this may break most of the projects although I tried to updated every shader accordingly 11 年前
  Sam Hocevar 6a8118cb18 build: put tutorials and lol.js in a new "demos" directory. 11 年前
  Sam Hocevar 274a732e3c gpu: move SetClearColor and SetClearDepth to the Renderer and RenderContext 11 年前
  Sam Hocevar e9b4985dbd gpu: add MeshPrimitive::Lines enum and modify the cube tutorial 11 年前
  Sam Hocevar 3adf42b00c build: hide LolFx external declarations behind macros. 12 年前
  Sam Hocevar bbf72e1a64 core: pass the project directory to the binary build and get rid of 12 年前
  Sam Hocevar 6a6e46cf0d system: try to autodetect the data directory from the executable path; 12 年前
  Benjamin ‘Touky’ Huet c7219ff1dd New year copyright update. 12 年前
  Sam Hocevar d6634da83f build: fix the WTFPL site URL in all code comments. 12 年前
  Sam Hocevar ad00a34984 gpu: add support for triangle strips and fans, and change the DrawElement 12 年前
  Sam Hocevar 5bd24fa1d3 build: hide the SDL_main.h inclusion in core.h, and only activate it 12 年前
  Sam Hocevar b5563ad21d core: switch the Win32/x64 binaries to the Windows subsystem so that they 12 年前
  Sam Hocevar 78f7a303ff build: reorganise all the build stuff so that it lies in build/ and 12 年前
  Sam Hocevar ee7dd6a699 misc: move more shaders to .lolfx files. 12 年前
  Sam Hocevar 0315413285 core: rename Array::Append() to Array::Push() for brevity and arbitrary 12 年前
  Sam Hocevar 90bfc79b22 core: tick methods now use seconds, like any sane system. 12 年前
  Sam Hocevar 9262efbac3 core: use operator<< instead of operator+= to append stuff to arrays, 12 年前
  Sam Hocevar ad0e3f8b6d tutorial: fix the inconsistent vertex counting. 12 年前
  Sam Hocevar 9b0958e6d1 tutorial: get rid of a hardcoded value. 12 年前
  Sam Hocevar 578368f452 gpu: abstraction class for index buffers; the cube tutorial no longer 12 年前
  Sam Hocevar 02e31f5c41 core: add a simple Array template class. 12 年前
  Sam Hocevar 24626c671f tutorial: some refactoring in the tutorials. 12 年前
  Sam Hocevar fe9bab81c1 gpu: fix a great lot of Direct3D problems, spotted using PIX. 12 年前
  Sam Hocevar bfb0ad1e61 tutorial: use an interleaved vertex/color buffer. 12 年前
  Sam Hocevar 48c7070243 gpu: replace exit(0) in D3D error checks with lol::Abort(). 12 年前
  Sam Hocevar f7770f7387 gpu: add an Unbind() method for textures for clean up. Unfortunately 12 年前
  Sam Hocevar 6169c874e4 gpu: port the vertex buffer abstraction layer to OpenGL. 12 年前
  Sam Hocevar f7e202a7c8 gpu: implement vertex buffer streams for Direct3D. OpenGL is missing for now. 12 年前
  Sam Hocevar 2601c970a2 gpu: refactor the vertex declaration code to allow several vertex streams. 12 年前