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Benjamin ‘Touky’ Huet 2b6b50aa26 EZMesh : Some files splitup 12 anni fa
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csgbsp.cpp base: roll our own constants because it’s always a pain in the ass 12 anni fa
csgbsp.h Added CSG v0.001a : not optimized, too much operation makes it slow. triangle count is not optimized. 13 anni fa
easymesh-compiler.cpp easymesh: print full mesh source when compilation fails. 12 anni fa
easymesh-compiler.h Added CSG v0.001a : not optimized, too much operation makes it slow. triangle count is not optimized. 13 anni fa
easymesh-parser.y fixed 22 files out of 2667: 9 anni fa
easymesh-scanner.l EZMesh : Added Vertices{Merge|Separate} and PostBuildNormal. 9 anni fa
easymesh.cpp EZMesh : Some files splitup 9 anni fa
easymesh.h EZMesh : Some files splitup 9 anni fa
easymeshbuild.cpp EZMesh : Some files splitup 9 anni fa
easymeshbuild.h EZMesh : Some files splitup 9 anni fa
easymeshrender.cpp EZMesh : Some files splitup 9 anni fa
easymeshrender.h EZMesh : Some files splitup 9 anni fa
shiny.lolfx Added Shiny flat lolfx 9 anni fa
shiny_SK.lolfx 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 9 anni fa
shinydebugUV.lolfx 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 9 anni fa
shinydebuglighting.lolfx 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 9 anni fa
shinydebugnormal.lolfx 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 9 anni fa
shinydebugwireframe.lolfx 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 9 anni fa
shinyflat.lolfx Added Shiny flat lolfx 9 anni fa