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Benjamin ‘Touky’ Huet cb7a99bac3 Added ShaderBuilder 11 anni fa
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defaultmaterial.lolfx win32: add a custom build rule for '.lolfx' files. The files are properly 13 anni fa
emptymaterial.lolfx win32: add a custom build rule for '.lolfx' files. The files are properly 13 anni fa
framebuffer.cpp build: reorganise includes so that we can use precompiled headers later. 9 anni fa
indexbuffer.cpp build: reorganise includes so that we can use precompiled headers later. 9 anni fa
line.lolfx Added 2D to 3D DebugLines 9 anni fa
lolfx-compiler.cpp build: reorganise includes so that we can use precompiled headers later. 9 anni fa
lolfx-compiler.h build: use #pragma once instead of header guards because 1) fuck the dinosaurs, 9 anni fa
lolfx-parser.y build: fix PS3 and Android builds. 12 anni fa
lolfx-scanner.l build: fix PS3 and Android builds. 12 anni fa
lolfx.cpp build: reorganise includes so that we can use precompiled headers later. 9 anni fa
palette.lolfx AddedSprite_sorter stores parameters now. 9 anni fa
rendercontext.cpp build: reorganise includes so that we can use precompiled headers later. 9 anni fa
renderer.cpp build: "USE_SDL" is now for SDL v2 and "USE_OLD_SDL" for version 1. 9 anni fa
shader.cpp Added ShaderBuilder 9 anni fa
testmaterial.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
texture.cpp build: reorganise includes so that we can use precompiled headers later. 9 anni fa
tile.lolfx gpu: rename uniforms here and there for consistency. 9 anni fa
vertexbuffer.cpp build: reorganise includes so that we can use precompiled headers later. 9 anni fa