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Benjamin ‘Touky’ Huet 3281169274 Input : Fixed mouse speed calculation in sdl & android. 11 years ago
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csgbsp.cpp base: roll our own constants because it’s always a pain in the ass 12 years ago
csgbsp.h Added CSG v0.001a : not optimized, too much operation makes it slow. triangle count is not optimized. 12 years ago
easymesh-compiler.cpp easymesh: print full mesh source when compilation fails. 11 years ago
easymesh-compiler.h Added CSG v0.001a : not optimized, too much operation makes it slow. triangle count is not optimized. 12 years ago
easymesh-parser.y EZMEsh : Tweaked SetColor syntax - Added QuadWeighting option 8 years ago
easymesh-scanner.l EZMEsh : Tweaked SetColor syntax - Added QuadWeighting option 8 years ago
easymesh.cpp Input : Fixed mouse speed calculation in sdl & android. 8 years ago
easymesh.h easymesh: fix vertex lerp function prototypes. 8 years ago
shiny.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 years ago
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 8 years ago
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 8 years ago
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 8 years ago
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 8 years ago
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 8 years ago