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Sam Hocevar 2b81246a22 build: reorganise some visual studio shit and comment some files. 10 anni fa
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01_triangle.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
01_triangle.lolfx build: put tutorials and lol.js in a new "demos" directory. 11 anni fa
01_triangle.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
02_cube.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
02_cube.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 8 anni fa
02_cube.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
03_noise.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
03_noise.lolfx gpu: rename uniforms here and there for consistency. 8 anni fa
03_noise.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
04_texture.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
04_texture.lolfx hsv2rgb 6th 8 anni fa
04_texture.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
05_easymesh.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
05_easymesh.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
06_sprite.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
06_sprite.png build: put tutorials and lol.js in a new "demos" directory. 11 anni fa
06_sprite.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
07_input.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
07_input.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 8 anni fa
07_input.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
08_fbo.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
08_fbo.lolfx gpu: rename uniforms here and there for consistency. 8 anni fa
08_fbo.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
11_fractal.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
11_fractal.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 8 anni fa
11_fractal.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
12_distance.lolfx gpu: rename uniforms here and there for consistency. 8 anni fa
12_texture_to_screen.lolfx gpu: rename uniforms here and there for consistency. 8 anni fa
12_voronoi.cpp build: reorganise includes so that we can use precompiled headers later. 8 anni fa
12_voronoi.lolfx gpu: rename uniforms here and there for consistency. 8 anni fa
12_voronoi.vcxproj build: reorganise some visual studio shit and comment some files. 8 anni fa
12_voronoi_distance.lolfx gpu: rename uniforms here and there for consistency. 8 anni fa
12_voronoi_setup.lolfx gpu: rename uniforms here and there for consistency. 8 anni fa
Makefile.am build: fix a few compilation issues with input v2. 8 anni fa