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  • de496b15 core: remove one multiplication and one selection from the optimised version of sinf(). by Sam Hocevar 2011-09-02 00:28:41 +0000
  • 105485a3 test: new test for trigonometric functions. by Sam Hocevar 2011-09-02 00:06:24 +0000
  • 42b22f11 core: minor optimisation in the x86 version of lol_sin() by Sam Hocevar 2011-09-02 00:06:21 +0000
  • 7680eca5 test: implement a custom isnan() by Sam Hocevar 2011-09-02 00:06:18 +0000
  • 744f4ac9 test: add benchmark tests for trigonometry functions. by Sam Hocevar 2011-09-01 17:39:36 +0000
  • 1b33a7fc core: start implementing optimised trigonometry functions for PS3 and x86. by Sam Hocevar 2011-09-01 17:39:28 +0000
  • bcc14949 build: check for <fastmath.h> and build using -O3 -ffastmath. by Sam Hocevar 2011-09-01 17:39:21 +0000
  • d2b523bb core: use <altivec.h> with ppu-gcc, <ppu_altivec_internals.h> with SNC. by Sam Hocevar 2011-08-30 19:43:57 +0000
  • 4b9bd587 core: reactivate half denormals for the PS3. by Sam Hocevar 2011-08-30 17:19:08 +0000
  • 09ecf1bd contrib: rebuild the Win32 CppUnit under Linux and fix the includes. by Sam Hocevar 2011-08-30 16:51:09 +0000
  • 782283a3 test: add matrix code to the benchmark program. by Sam Hocevar 2011-08-29 23:26:58 +0000
  • cb001ddb core: tune the half precision code so that the best variants are being used on the PS3 platform. by Sam Hocevar 2011-08-29 17:03:07 +0000
  • aa6e832f build: clean up .self files and allow to build the benchmark on the PS3. by Sam Hocevar 2011-08-29 17:02:58 +0000
  • e47928e8 test: improve the benchmark code to measure a lot more half precision number conversions. by Sam Hocevar 2011-08-29 17:02:47 +0000
  • bf23a03e contrib: add a precompiled Win32 version of CppUnit and update build system accordingly. by Sam Hocevar 2011-08-29 11:48:28 +0000
  • 0bbd1e43 test: add a fallback for isnan() when not defined by the system includes. by Sam Hocevar 2011-08-29 11:48:01 +0000
  • 205fc5fc core: rename half::isnan() etc. to half::is_nan() because "isnan" can be a C macro on some systems (Android NDK, PS3...). by Sam Hocevar 2011-08-29 00:20:50 +0000
  • 4fea7a09 core: implement array versions of the float / half conversion routines. by Sam Hocevar 2011-08-29 00:07:56 +0000
  • 2d85e76e core: minor refactoring in the float / half conversions to accomodate for future array versions. by Sam Hocevar 2011-08-29 00:07:54 +0000
  • 8b71ddb3 core: implement new half / float operations and the associated tests. by Sam Hocevar 2011-08-28 21:07:12 +0000
  • 92e3387f test: augment the half precision numbers testsuite. by Sam Hocevar 2011-08-28 21:07:09 +0000
  • c3b23d1f core: add a half to float conversion routine and utility floating point functions such as isnan(), isinf() etc. by Sam Hocevar 2011-08-28 21:07:06 +0000
  • 4379388b test: add first test routines for the half class. by Sam Hocevar 2011-08-28 02:26:43 +0000
  • 96007d26 core: start working on the "half" type. by Sam Hocevar 2011-08-28 02:26:40 +0000
  • 2b9d64f7 core: more vec?i -> ?veci renames. by Sam Hocevar 2011-08-28 02:26:37 +0000
  • b111f7e3 core: move platform-specific code to specific directories. by Sam Hocevar 2011-08-27 18:29:44 +0000
  • 6b1985d9 android: keep a pointer on the global Java VM instead of the current environment, so back-to-jvm techniques can work from any thread. by Sam Hocevar 2011-08-27 18:29:40 +0000
  • 6bbe9434 core: rename vec2i to ivec2 etc. to better match GLSL. by Sam Hocevar 2011-08-27 18:29:36 +0000
  • f79a3c52 core: add a Sprite class to try to factor some common logic currently found in the game. Will be greatly improved later. by Sam Hocevar 2011-08-26 17:20:39 +0000
  • 5c5739e5 ps3: port the dithering code to Cg. It does not work because subscripting with runtime variables is only valid for arrays of texture samples. by Sam Hocevar 2011-08-25 12:30:39 +0000
  • 533b3b33 render: add a Gradient class that will be used for dithering later. by Sam Hocevar 2011-08-25 00:07:38 +0000
  • 611b5996 debug: more iOS compilation fixes; GL_VERTEX_ARRAY isn't available. by Sam Hocevar 2011-08-23 22:42:46 +0000
  • f778f535 build: add iOS build rules to the XML configuration. by Sam Hocevar 2011-08-23 22:29:43 +0000
  • 28f0fc26 debug: fix iOS compilation of the debug quad code. by Sam Hocevar 2011-08-23 22:29:41 +0000
  • 473166f7 ios: update XCode project and fix a GL test compilation issue. by Sam Hocevar 2011-08-23 18:36:09 +0000
  • 05ed66b1 ps3: port our naive dithering algorithm to the PS3's shader language. by Sam Hocevar 2011-08-23 12:14:37 +0000
  • e1f496d0 ps3: fix the pad handling code that was ignoring the pad information when its state hadn't changed. by Sam Hocevar 2011-08-23 12:14:16 +0000
  • 8493beda build: update Bitten configuration for Windows cross-compilation. by Sam Hocevar 2011-08-22 21:03:34 +0000
  • ecb0d80b android: fix Android NDK compilation. by Sam Hocevar 2011-08-22 21:03:31 +0000
  • 23d17010 build: allow to properly cross-compile for PS3 on Mingw. by Sam Hocevar 2011-08-22 12:29:55 +0000
  • c8355d28 web: tune Bitten configuration. by Sam Hocevar 2011-08-21 14:04:30 +0000
  • 84ba1562 web: create bitten configuration for an amd64 slave. by Sam Hocevar 2011-08-21 13:44:32 +0000
  • 971920e1 ps3: prevent compilation of Ps3Input on other platforms. by Sam Hocevar 2011-08-21 11:51:17 +0000
  • f4bf2954 build: do not use AM_CONDITIONAL... conditionally. by Sam Hocevar 2011-08-21 11:47:54 +0000
  • 92d00509 ps3: add a build-ps3 script that uses autoconf and automake. by Sam Hocevar 2011-08-20 21:28:53 +0000
  • b77f25b7 ps3: get rid of the useless and convoluted padutil dependency; the standard pad API is perfect for us. by Sam Hocevar 2011-08-19 23:35:15 +0000
  • 95e22c5e ps3: add a simple PS3 input system that currently merely emulates mouse movements with the right stick and one mouse button with the L1 or R1 buttons. by Sam Hocevar 2011-08-18 16:54:20 +0000
  • f4841d64 emitter: fix wrong velocity value computation in the particles. by Sam Hocevar 2011-08-18 06:44:38 +0000
  • ed3d51f0 android: implement JNI_OnLoad and use Log::Info instead of the native Android functions. by Sam Hocevar 2011-08-18 06:44:35 +0000
  • df638532 image: error reporting in the Android image loading class. by Sam Hocevar 2011-08-18 06:44:33 +0000
  • a457134d ps3: load textures using the system's PNGDEC module. by Sam Hocevar 2011-08-17 17:13:48 +0000
  • 7cfcfb24 shader: factor the uniform handling logic into platform-independent methods for both OpenGL and the PS3. by Sam Hocevar 2011-08-17 15:20:09 +0000
  • 394fffe0 gl: implement the PS3 version of our bitmap renderer. by Sam Hocevar 2011-08-17 15:20:02 +0000
  • e3e99deb debug: add a debug example with a shader and a uniform matrix parameter, to check that uniforms work properly on the PS3. by Sam Hocevar 2011-08-17 15:19:55 +0000
  • 1e9cfba7 debug: add new shader tests and write some Cg equivalents on the PS3. by Sam Hocevar 2011-08-16 17:02:24 +0000
  • eb32d04c ps3: if the implementation supports Cg but not GLSL (for instance on the PS3), use the system's Cg compiler. by Sam Hocevar 2011-08-16 17:02:17 +0000
  • 29910094 contrib: add missing .a files that have been ignored by .gitignore for something like forever, and fix .gitignore so that this doesn't happen again. by Sam Hocevar 2011-08-16 09:33:10 +0000
  • 9bea1236 debug: minor updates to the debug quad code. by Sam Hocevar 2011-08-13 20:05:48 +0000
  • ad17147b debug: refactor quad test. by Sam Hocevar 2011-08-12 16:33:30 +0000
  • 28f8fce4 gl: do not call glDeleteBuffers with a zero-length list, it crashes on the PS3. by Sam Hocevar 2011-08-12 16:33:23 +0000
  • c968144c ps3: until we know how to retrieve and change the screen resolution from within the Video class, just store what the GL context tells us and stick to that. by Sam Hocevar 2011-08-12 16:33:15 +0000
  • 66102168 debug: make the GL test compile on Android. by Sam Hocevar 2011-08-11 23:27:58 +0000
  • 6ef55ca6 ps3: some compilation fixes to accomodate for recent debug additions. by Sam Hocevar 2011-08-11 15:58:29 +0000
  • 0328a6df test: add a unit test for the recent vector promotion problem. by Sam Hocevar 2011-08-11 12:46:05 +0000
  • 28bda9a2 core: fix a bug in vector casts; vec2 -> vec3 promotion for instance would forget to zero the 3rd coordinate. by Sam Hocevar 2011-08-11 12:35:20 +0000
  • b71ed99d debug: reset the GL state more aggressively between quad renderings; this helped find a few bugs such as textures not bound. by Sam Hocevar 2011-08-11 12:35:13 +0000
  • 084e728d build: make build-mingw executable. by Sam Hocevar 2011-08-11 06:44:17 +0000
  • 29f9e664 build: a few more .gitignore entries. by Sam Hocevar 2011-08-11 06:44:15 +0000
  • 153425ed debug: only print the layer and map errors once. by Sam Hocevar 2011-08-11 06:44:09 +0000
  • 5123b941 debug: reset texture unit in the GL quad. by Sam Hocevar 2011-08-11 06:44:06 +0000
  • e750e823 gl: initialise Glew in the video setup instead of the SDL app, so we don't have to duplicate this code to other places. Fixes the GTK app on the way. by Sam Hocevar 2011-08-10 14:08:00 +0000
  • 510cea73 build: fix the editor building on mingw32. by Sam Hocevar 2011-08-09 16:30:40 +0000
  • ffb7037d debug: add a slightly more complex vertex buffer test quad. by Sam Hocevar 2011-08-08 10:26:52 +0000
  • a84eb53f debug: some code cleanup in the quad tests. by Sam Hocevar 2011-08-08 09:55:39 +0000
  • bff68c15 build: fix a mistake causing glew32.lib to be used on Linux. by Sam Hocevar 2011-08-02 21:58:46 +0000
  • 2651fddf build: make libglew detection work on MinGW. by Sam Hocevar 2011-08-02 16:09:23 +0000
  • 2731e49f shader: check that the shader really failed to compile before outputting the compilation log as an error. by Sam Hocevar 2011-08-02 16:09:08 +0000
  • a6841e53 core: fix a typo in the Win32 timer code. by Sam Hocevar 2011-08-02 16:09:00 +0000
  • 8a1b15f4 build: make build-mingw properly use the contrib libglew. by Sam Hocevar 2011-08-02 16:08:52 +0000
  • 666efd14 gl: use Glew if available. by Sam Hocevar 2011-08-02 00:27:12 +0000
  • 72d86d47 build: fix an error causing -lopengl32 to be used on Linux; use AC_TRY_LINK instead of AC_TRY_COMPILE. by Sam Hocevar 2011-08-02 00:27:09 +0000
  • 6805d8da build: detect libopengl32 on mingw systems. by Sam Hocevar 2011-08-01 17:12:59 +0000
  • dc13c1f7 tiler: ensure AddTile() and BlitTile() accept vec3i arguments. by Sam Hocevar 2011-07-31 22:23:28 +0000
  • 6266c289 tileset: replace the Tiler ID system with real TileSet objects. The only thing that is still broken is the Layer <--> Map interface. by Sam Hocevar 2011-07-23 21:14:40 +0000
  • e1d81249 core: Dict::RemoveSlot can now directly remove an Entity. by Sam Hocevar 2011-07-23 21:14:36 +0000
  • 1fb4205d tiler: Tiler::GetSize can now return a different value for different tiles. by Sam Hocevar 2011-06-25 22:52:04 +0000
  • 1cc4a3ad deushax: move everything DeusHax-related to its own subdirectory. by Sam Hocevar 2011-06-21 22:37:03 +0000
  • d1270bf6 video: move the last shader from the Video class to Scene itself. by Sam Hocevar 2011-06-21 22:36:47 +0000
  • 660962e8 build: put debug stuff and shader stuff in subdirectories. by Sam Hocevar 2011-06-14 21:13:50 +0000
  • ccc72533 build: check for glBegin, which we won't end up using anyway. by Sam Hocevar 2011-06-14 21:13:44 +0000
  • bf5e4ba7 sdl: fix touchscreen event handling by first applying mouse moves, then button changes. by Sam Hocevar 2011-06-13 23:54:47 +0000
  • d7ca14a8 android: compilation fixes for recent engine changes. by Sam Hocevar 2011-06-13 23:54:44 +0000
  • 0f143850 debug: add GLSL 1.20 and 1.30 shaders to the debug quad. by Sam Hocevar 2011-06-13 23:54:40 +0000
  • 2a9082fe shader: check CRC before patching the shader and fix vertex shaders and fragment shaders differently. by Sam Hocevar 2011-06-13 23:54:37 +0000
  • 1fa6fb69 debug: convert debug quad shaders to GLSL 1.30. by Sam Hocevar 2011-06-13 19:35:52 +0000
  • c4511d9b shader: support most standard parameters in the shader patcher. by Sam Hocevar 2011-06-13 19:35:49 +0000
  • f5c4331d shader: write a minimalist shader patcher for future GLSL 1.20 compatibility. by Sam Hocevar 2011-06-13 19:35:36 +0000
  • 20214ecc debug: more complex vertex buffer test. by Sam Hocevar 2011-06-13 19:35:33 +0000
  • 652e39d8 debug: add vertex shader examples to the debug quad. by Sam Hocevar 2011-06-11 20:12:25 +0000
  • 9d48660e debug: display larger debug quads to avoid wasting space. by Sam Hocevar 2011-06-09 23:01:45 +0000