..
application
android: slightly update Android project for newer SDK versions.
il y a 13 ans
debug
gpu: port the vertex buffer abstraction layer to OpenGL.
il y a 13 ans
gpu
gpu: fix a nasty bug in the D3D9 vertex declaration code that caused
il y a 13 ans
image
win32: the GDI+ byte swapping was wrong; fix that.
il y a 13 ans
lol
math: add mat2 and mat3 types; they'll be useful.
il y a 13 ans
math
math: remove old non-working vector code for the float to half conversion.
il y a 13 ans
platform
build: compilation fixes for errors introduced in the recent Direct3D
il y a 13 ans
thread
xbox: start working on an Xbox/Direct3D port.
il y a 13 ans
Makefile.am
gpu: start working on a template-based vertex buffer class.
il y a 13 ans
audio.cpp
build: fix Win64 compilation with mingw64, using an updated SDL build.
il y a 13 ans
audio.h
core: fix include guard naming scheme.
il y a 14 ans
bitfield.h
core: fix include guard naming scheme.
il y a 14 ans
core.h
gpu: implement vertex buffer streams for Direct3D. OpenGL is missing for now.
il y a 13 ans
dict.cpp
xbox: start working on an Xbox/Direct3D port.
il y a 13 ans
dict.h
osx: automake does not support .mm files yet, so rename ios-image.mm back
il y a 13 ans
eglapp.cpp
core: try to merge Ticker and Emcee. Still not very good.
il y a 13 ans
eglapp.h
math: rename matrix.h to vector.h and simplify some stuff, especially in
il y a 13 ans
emitter.cpp
core: allow each blitted tile to be stretched differently.
il y a 13 ans
emitter.h
tileset: replace the Tiler ID system with real TileSet objects. The only
il y a 13 ans
entity.cpp
core: prefix Entity members with m_ to avoid accidental shadowing.
il y a 13 ans
entity.h
core: prefix Entity members with m_ to avoid accidental shadowing.
il y a 13 ans
font.cpp
core: allow each blitted tile to be stretched differently.
il y a 13 ans
font.h
core: allow each blitted tile to be stretched differently.
il y a 13 ans
forge.cpp
Put everything in the "lol" namespace. Better late than never.
il y a 14 ans
forge.h
core: fix include guard naming scheme.
il y a 14 ans
gradient.cpp
gpu: fix a nasty bug in the D3D9 vertex declaration code that caused
il y a 13 ans
gradient.h
render: add a Gradient class that will be used for dithering later.
il y a 13 ans
hash.cpp
Put everything in the "lol" namespace. Better late than never.
il y a 14 ans
hash.h
core: fix include guard naming scheme.
il y a 14 ans
input.cpp
math: try to implement the magic getter/setter pattern. BREAKS BUILD.
il y a 13 ans
input.h
math: rename matrix.h to vector.h and simplify some stuff, especially in
il y a 13 ans
layer.cpp
core: more vec?i -> ?veci renames.
il y a 13 ans
layer.h
core: fix include guard naming scheme.
il y a 14 ans
log.cpp
build: stop defining ANDROID_NDK and check for __ANDROID__ instead.
il y a 13 ans
log.h
core: a few compilation fixes for non-GCC compilers.
il y a 13 ans
loldebug.h
build: put debug stuff and shader stuff in subdirectories.
il y a 13 ans
lolgl.h
osx: link with the proper OpenGL libraries on OS X.
il y a 13 ans
map.cpp
core: allow each blitted tile to be stretched differently.
il y a 13 ans
map.h
core: fix include guard naming scheme.
il y a 14 ans
numeric.h
core: don't explicitly use std:: prefix when the platform may not
il y a 14 ans
platform.cpp
build: stop defining ANDROID_NDK and check for __ANDROID__ instead.
il y a 13 ans
platform.h
ui: add a Platform class to query information about the current platform.
il y a 14 ans
profiler.cpp
core: get rid of now useless <cstdio> includes.
il y a 14 ans
profiler.h
core: fix include guard naming scheme.
il y a 14 ans
sample.cpp
build: fix Win64 compilation with mingw64, using an updated SDL build.
il y a 13 ans
sample.h
core: fix include guard naming scheme.
il y a 14 ans
sampler.cpp
Put everything in the "lol" namespace. Better late than never.
il y a 14 ans
sampler.h
core: fix include guard naming scheme.
il y a 14 ans
scene.cpp
gpu: fix a nasty bug in the D3D9 vertex declaration code that caused
il y a 13 ans
scene.h
core: allow each blitted tile to be stretched differently.
il y a 13 ans
sprite.cpp
core: allow each blitted tile to be stretched differently.
il y a 13 ans
sprite.h
core: add a Sprite class to try to factor some common logic currently
il y a 13 ans
text.cpp
core: prefix Entity members with m_ to avoid accidental shadowing.
il y a 13 ans
text.h
core: more vec?i -> ?veci renames.
il y a 13 ans
ticker.cpp
threads: change Queue to a template so that we can manage the element type.
il y a 13 ans
ticker.h
core: try to merge Ticker and Emcee. Still not very good.
il y a 13 ans
tiler.cpp
core: allow each blitted tile to be stretched differently.
il y a 13 ans
tiler.h
core: allow each blitted tile to be stretched differently.
il y a 13 ans
tileset.cpp
gpu: add an Unbind() method for textures for clean up. Unfortunately
il y a 13 ans
tileset.h
gpu: add an Unbind() method for textures for clean up. Unfortunately
il y a 13 ans
timer.cpp
xbox: start working on an Xbox/Direct3D port.
il y a 13 ans
timer.h
core: fix include guard naming scheme.
il y a 14 ans
video.cpp
gpu: add an Unbind() method for textures for clean up. Unfortunately
il y a 13 ans
video.h
video: allow to set the default clear color.
il y a 13 ans
world.cpp
core: prefix Entity members with m_ to avoid accidental shadowing.
il y a 13 ans
world.h
core: fix include guard naming scheme.
il y a 14 ans
worldentity.cpp
core: split vector operations into linear and non-linear so that we can
il y a 13 ans
worldentity.h
core: more vec?i -> ?veci renames.
il y a 13 ans