Non puoi selezionare più di 25 argomenti Gli argomenti devono iniziare con una lettera o un numero, possono includere trattini ('-') e possono essere lunghi fino a 35 caratteri.
Sam Hocevar 5d42f27259 tutorial: port the Mandelbrot dithering shader to Cg. 13 anni fa
..
application core: implement Application::ShowPointer() so that applications can choose 13 anni fa
debug debug: fix a timing issue in the quad debug object. 13 anni fa
gpu gpu: start implementing a vertex buffer object. 13 anni fa
image ps3: compilation fixes for the PS3. 13 anni fa
lol lolunit: rename a few methods for consistency. 13 anni fa
platform tutorial: port the Mandelbrot dithering shader to Cg. 13 anni fa
shader shader: factor the uniform handling logic into platform-independent methods 13 anni fa
Makefile.am gpu: start implementing a vertex buffer object. 13 anni fa
audio.cpp build: fix Win64 compilation with mingw64, using an updated SDL build. 13 anni fa
audio.h core: fix include guard naming scheme. 13 anni fa
bitfield.h core: fix include guard naming scheme. 13 anni fa
core.h gpu: start implementing a vertex buffer object. 13 anni fa
dict.cpp osx: automake does not support .mm files yet, so rename ios-image.mm back 13 anni fa
dict.h osx: automake does not support .mm files yet, so rename ios-image.mm back 13 anni fa
eglapp.cpp core: rename vec2i to ivec2 etc. to better match GLSL. 13 anni fa
eglapp.h core: rename vec2i to ivec2 etc. to better match GLSL. 13 anni fa
emitter.cpp emitter: fix wrong velocity value computation in the particles. 13 anni fa
emitter.h tileset: replace the Tiler ID system with real TileSet objects. The only 13 anni fa
entity.cpp core: get rid of now useless <cstdio> includes. 13 anni fa
entity.h core: fix include guard naming scheme. 13 anni fa
font.cpp core: split vector operations into linear and non-linear so that we can 13 anni fa
font.h core: more vec?i -> ?veci renames. 13 anni fa
forge.cpp Put everything in the "lol" namespace. Better late than never. 13 anni fa
forge.h core: fix include guard naming scheme. 13 anni fa
gradient.cpp osx: link with the proper OpenGL libraries on OS X. 13 anni fa
gradient.h render: add a Gradient class that will be used for dithering later. 13 anni fa
half.cpp core: handle denormal halfs properly on the PS3; it's denormal floats that 13 anni fa
half.h core: new combinations of integer vectors (unsigned, 8-bit, etc.), dot and 13 anni fa
hash.cpp Put everything in the "lol" namespace. Better late than never. 13 anni fa
hash.h core: fix include guard naming scheme. 13 anni fa
input.cpp ps3: compilation fixes for the PS3. 13 anni fa
input.h core: more vec?i -> ?veci renames. 13 anni fa
layer.cpp core: more vec?i -> ?veci renames. 13 anni fa
layer.h core: fix include guard naming scheme. 13 anni fa
log.cpp build: stop defining ANDROID_NDK and check for __ANDROID__ instead. 13 anni fa
log.h core: a few compilation fixes for non-GCC compilers. 13 anni fa
loldebug.h build: put debug stuff and shader stuff in subdirectories. 13 anni fa
lolgl.h osx: link with the proper OpenGL libraries on OS X. 13 anni fa
map.cpp core: split vector operations into linear and non-linear so that we can 13 anni fa
map.h core: fix include guard naming scheme. 13 anni fa
matrix.cpp core: implement complex numbers and add unit tests for these. 13 anni fa
matrix.h core: add a double complex type. 13 anni fa
numeric.h core: don't explicitly use std:: prefix when the platform may not 13 anni fa
platform.cpp build: stop defining ANDROID_NDK and check for __ANDROID__ instead. 13 anni fa
platform.h ui: add a Platform class to query information about the current platform. 13 anni fa
profiler.cpp core: get rid of now useless <cstdio> includes. 13 anni fa
profiler.h core: fix include guard naming scheme. 13 anni fa
real.cpp core: dynamically allocate mantissa for real numbers. One day we'll be able 13 anni fa
real.h core: dynamically allocate mantissa for real numbers. One day we'll be able 13 anni fa
sample.cpp build: fix Win64 compilation with mingw64, using an updated SDL build. 13 anni fa
sample.h core: fix include guard naming scheme. 13 anni fa
sampler.cpp Put everything in the "lol" namespace. Better late than never. 13 anni fa
sampler.h core: fix include guard naming scheme. 13 anni fa
scene.cpp core: fix bugs in mat4::lookat() and mat4::perspective(), and ensure these 13 anni fa
scene.h core: more vec?i -> ?veci renames. 13 anni fa
sprite.cpp sprite: remove spurious property that caused sprites to be always displayed 13 anni fa
sprite.h core: add a Sprite class to try to factor some common logic currently 13 anni fa
text.cpp core: split vector operations into linear and non-linear so that we can 13 anni fa
text.h core: more vec?i -> ?veci renames. 13 anni fa
ticker.cpp core: get rid of now useless <cstdio> includes. 13 anni fa
ticker.h core: fix include guard naming scheme. 13 anni fa
tiler.cpp core: rename vec2i to ivec2 etc. to better match GLSL. 13 anni fa
tiler.h core: rename vec2i to ivec2 etc. to better match GLSL. 13 anni fa
tileset.cpp core: split vector operations into linear and non-linear so that we can 13 anni fa
tileset.h core: more vec?i -> ?veci renames. 13 anni fa
timer.cpp build: start adding Xbox 360 configuration settings to the VS projects. 13 anni fa
timer.h core: fix include guard naming scheme. 13 anni fa
trig.cpp core: fix a bug on the PS3 version of lol_sin(). 13 anni fa
trig.h core: start implementing optimised trigonometry functions for PS3 and x86. 13 anni fa
video.cpp test: fix OS X compilation; we still need SDLmain.a on that platform. 13 anni fa
video.h core: rename vec2i to ivec2 etc. to better match GLSL. 13 anni fa
world.cpp core: get rid of now useless <cstdio> includes. 13 anni fa
world.h core: fix include guard naming scheme. 13 anni fa
worldentity.cpp core: split vector operations into linear and non-linear so that we can 13 anni fa
worldentity.h core: more vec?i -> ?veci renames. 13 anni fa