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