Sam Hocevar
|
d373081b80
|
build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
and 2) fuck the Visual Studio compiler that crashes when confused.
|
11 年之前 |
Sam Hocevar
|
18254349aa
|
image: gather pixel-related types and enums into a single pixel.h header.
|
11 年之前 |
Sam Hocevar
|
5fc5d62849
|
image: add an optional Imlib2 codec, prepare for float32 images, make the
Lock/Unlock mechanism safer, and implement the rule of three.
|
11 年之前 |
Sam Hocevar
|
f455f0e2d1
|
image: start reworking the Image class to properly split the pixel handling
and the codec logic.
|
11 年之前 |
Sam Hocevar
|
c9b8ff54a1
|
misc: some refactoring in texture handling.
|
12 年之前 |
Lolbot
|
8cc04f0ba9
|
fixed 7 files out of 2745:
- removed 0 CR characters
- removed 21 trailing whitespaces
- replaced 42 tabs with spaces
|
12 年之前 |
Benlitz
|
eaa63d0b69
|
Added mipmap generation function for textures (i lied, it was easy with d3d9 <3)
|
12 年之前 |
Lolbot
|
cbb4dadd6c
|
fixed 4 files out of 2730:
- removed 24 CR characters
- removed 1 trailing whitespaces
- replaced 63 tabs with spaces
|
12 年之前 |
Benlitz
|
d13a006945
|
SetMagFiltering and SetMinFiltering for class Texture.
|
12 年之前 |
Benlitz
|
60b06ee98e
|
added BytesPerPixel() method to PixelFormat structure
|
12 年之前 |
Sam Hocevar
|
c46b3fbfec
|
image: remove the Image::Format enum and use PixelFormat instead.
|
13 年之前 |
Sam Hocevar
|
06c4ec01c3
|
base: move headers around and promote gpu/ to lol/gpu/.
|
13 年之前 |
Sam Hocevar
|
42fb9b6853
|
gpu: support 1-component (luminance) textures.
|
13 年之前 |
Benjamin ‘Touky’ Huet
|
c7219ff1dd
|
New year copyright update.
|
13 年之前 |
Sam Hocevar
|
d6634da83f
|
build: fix the WTFPL site URL in all code comments.
|
13 年之前 |
Sam Hocevar
|
6944db663b
|
tutorial: add a new texture generation example.
|
13 年之前 |
Sam Hocevar
|
26c945a31f
|
gpu: allow to specify the pixel format when creating a texture; the
internal format is then automatically deduced. Only a few 8-bit RGB
or RGBA formats are supported for now.
|
13 年之前 |
Sam Hocevar
|
b9aba5d27a
|
gpu: put the texture creation code in its own class; for now a lot of things are
hardcoded and only the fractal demo uses it, but everything will eventually switch.
|
13 年之前 |
Sam Hocevar
|
7d5fe8a7c6
|
gpu: create the ShaderTexture class, replace Shader::SetTexture with a
Shader::SetUniform override, and implement most of the FBO code for
the Direct3D backend.
|
13 年之前 |
Sam Hocevar
|
e2295392b8
|
gpu: first FrameBuffer GPU class.
|
14 年之前 |
Sam Hocevar
|
578368f452
|
gpu: abstraction class for index buffers; the cube tutorial no longer
needs to know about Direct3D headers etc.
|
14 年之前 |
Sam Hocevar
|
11fb586a20
|
gpu: start implementing a vertex buffer object.
|
14 年之前 |
Sam Hocevar
|
b111f7e3d8
|
core: move platform-specific code to specific directories.
|
14 年之前 |
Sam Hocevar
|
6bbe943492
|
core: rename vec2i to ivec2 etc. to better match GLSL.
|
14 年之前 |
Sam Hocevar
|
3d4af0869a
|
ps3: start a minimal PS3 port using PSGL, but not CG yet.
|
15 年之前 |
Sam Hocevar
|
22b7a41c2e
|
core: fix include guard naming scheme.
|
15 年之前 |
Sam Hocevar
|
8848cf53db
|
Put everything in the "lol" namespace. Better late than never.
|
15 年之前 |
Sam Hocevar
|
b8377c4160
|
Add preliminary support for EGL applications.
|
15 年之前 |
Sam Hocevar
|
e41dd3a949
|
Create the SdlApp class to avoid code duplication. Ensure USE_SDL is
tested wherever relevant.
|
15 年之前 |
Sam Hocevar
|
0ed566d3cc
|
Complete Lol Engine / Deus Hax / Monsterz split.
|
15 年之前 |
Sam Hocevar
|
50e4f67254
|
Get the timer to talk milliseconds instead of seconds.
|
15 年之前 |
Sam Hocevar
|
0d78ca44ca
|
Implement Timer::PollSeconds(), if necessary.
|
15 年之前 |
Sam Hocevar
|
8bfb98c160
|
Implement a better timing mechanism for fixed framerate. Accuracy is
sub-millisecond but can be improved if we get rid of SDL timers.
|
15 年之前 |