..
application
xbox: start working on an Xbox/Direct3D port.
14 лет назад
debug
win32: start porting the graphical backend to DirectX 9. Apparently I
14 лет назад
gpu
win32: start porting the graphical backend to DirectX 9. Apparently I
14 лет назад
image
win32: the GDI+ byte swapping was wrong; fix that.
14 лет назад
lol
math: disable vectors of halfs until we find a way to speed up the build
14 лет назад
math
math: remove old non-working vector code for the float to half conversion.
14 лет назад
platform
win32: start porting the graphical backend to DirectX 9. Apparently I
14 лет назад
thread
xbox: start working on an Xbox/Direct3D port.
14 лет назад
Makefile.am
build: reorganise math files in a single "math" directory, and get rid of the
14 лет назад
audio.cpp
build: fix Win64 compilation with mingw64, using an updated SDL build.
14 лет назад
audio.h
core: fix include guard naming scheme.
15 лет назад
bitfield.h
core: fix include guard naming scheme.
15 лет назад
core.h
build: reorganise math files in a single "math" directory, and get rid of the
14 лет назад
dict.cpp
xbox: start working on an Xbox/Direct3D port.
14 лет назад
dict.h
osx: automake does not support .mm files yet, so rename ios-image.mm back
14 лет назад
eglapp.cpp
core: try to merge Ticker and Emcee. Still not very good.
14 лет назад
eglapp.h
math: rename matrix.h to vector.h and simplify some stuff, especially in
14 лет назад
emitter.cpp
core: allow each blitted tile to be stretched differently.
14 лет назад
emitter.h
tileset: replace the Tiler ID system with real TileSet objects. The only
14 лет назад
entity.cpp
core: prefix Entity members with m_ to avoid accidental shadowing.
14 лет назад
entity.h
core: prefix Entity members with m_ to avoid accidental shadowing.
14 лет назад
font.cpp
core: allow each blitted tile to be stretched differently.
14 лет назад
font.h
core: allow each blitted tile to be stretched differently.
14 лет назад
forge.cpp
Put everything in the "lol" namespace. Better late than never.
15 лет назад
forge.h
core: fix include guard naming scheme.
15 лет назад
gradient.cpp
win32: start porting the graphical backend to DirectX 9. Apparently I
14 лет назад
gradient.h
render: add a Gradient class that will be used for dithering later.
14 лет назад
hash.cpp
Put everything in the "lol" namespace. Better late than never.
15 лет назад
hash.h
core: fix include guard naming scheme.
15 лет назад
input.cpp
math: try to implement the magic getter/setter pattern. BREAKS BUILD.
14 лет назад
input.h
math: rename matrix.h to vector.h and simplify some stuff, especially in
14 лет назад
layer.cpp
core: more vec?i -> ?veci renames.
14 лет назад
layer.h
core: fix include guard naming scheme.
15 лет назад
log.cpp
build: stop defining ANDROID_NDK and check for __ANDROID__ instead.
14 лет назад
log.h
core: a few compilation fixes for non-GCC compilers.
14 лет назад
loldebug.h
build: put debug stuff and shader stuff in subdirectories.
15 лет назад
lolgl.h
osx: link with the proper OpenGL libraries on OS X.
14 лет назад
map.cpp
core: allow each blitted tile to be stretched differently.
14 лет назад
map.h
core: fix include guard naming scheme.
15 лет назад
numeric.h
core: don't explicitly use std:: prefix when the platform may not
15 лет назад
platform.cpp
build: stop defining ANDROID_NDK and check for __ANDROID__ instead.
14 лет назад
platform.h
ui: add a Platform class to query information about the current platform.
15 лет назад
profiler.cpp
core: get rid of now useless <cstdio> includes.
15 лет назад
profiler.h
core: fix include guard naming scheme.
15 лет назад
sample.cpp
build: fix Win64 compilation with mingw64, using an updated SDL build.
14 лет назад
sample.h
core: fix include guard naming scheme.
15 лет назад
sampler.cpp
Put everything in the "lol" namespace. Better late than never.
15 лет назад
sampler.h
core: fix include guard naming scheme.
15 лет назад
scene.cpp
win32: start porting the graphical backend to DirectX 9. Apparently I
14 лет назад
scene.h
core: allow each blitted tile to be stretched differently.
14 лет назад
sprite.cpp
core: allow each blitted tile to be stretched differently.
14 лет назад
sprite.h
core: add a Sprite class to try to factor some common logic currently
14 лет назад
text.cpp
core: prefix Entity members with m_ to avoid accidental shadowing.
14 лет назад
text.h
core: more vec?i -> ?veci renames.
14 лет назад
ticker.cpp
threads: change Queue to a template so that we can manage the element type.
14 лет назад
ticker.h
core: try to merge Ticker and Emcee. Still not very good.
14 лет назад
tiler.cpp
core: allow each blitted tile to be stretched differently.
14 лет назад
tiler.h
core: allow each blitted tile to be stretched differently.
14 лет назад
tileset.cpp
win32: start porting the graphical backend to DirectX 9. Apparently I
14 лет назад
tileset.h
core: allow each blitted tile to be stretched differently.
14 лет назад
timer.cpp
xbox: start working on an Xbox/Direct3D port.
14 лет назад
timer.h
core: fix include guard naming scheme.
15 лет назад
video.cpp
win32: start porting the graphical backend to DirectX 9. Apparently I
14 лет назад
video.h
video: allow to set the default clear color.
14 лет назад
world.cpp
core: prefix Entity members with m_ to avoid accidental shadowing.
14 лет назад
world.h
core: fix include guard naming scheme.
15 лет назад
worldentity.cpp
core: split vector operations into linear and non-linear so that we can
14 лет назад
worldentity.h
core: more vec?i -> ?veci renames.
14 лет назад