fgenesis
976ce8ff3e
split grid rendering off from Quad, to a new RenderGrid class
2023-07-10 17:23:19 +02:00
fgenesis
b6fb6944f6
first step towards making the render process const
2022-05-19 05:17:00 +02:00
Valentin Ochs
9245bee717
Fix some warnings
...
mostly sign-related, but also some about commas after the last item in
an enum list, usage of default in switches, implicit or old-style casts
2017-01-20 19:10:40 +01:00
fgenesis
0dc30e668d
Merge branch 'experimental' into controllerfixup
...
# Conflicts:
# Aquaria/Avatar.cpp
# Aquaria/Continuity.cpp
# Aquaria/DSQ.cpp
# Aquaria/DSQ.h
# Aquaria/Game.cpp
# Aquaria/Game.h
# Aquaria/Main.cpp
# Aquaria/UserSettings.cpp
# BBGE/Base.cpp
# BBGE/Base.h
# BBGE/Core.cpp
# BBGE/Core.h
# BBGE/DebugFont.cpp
# BBGE/Shader.cpp
# BBGE/SoundManager.h
2017-01-13 12:19:23 +01:00
fgenesis
8af953cb63
Replace spaces with tabs (future self: i'm sorry)
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In most places, that is. Left some files unchanges because they are a mess.
2017-01-12 22:51:46 +01:00
Valentin Ochs
dcd21b57bd
Merge pull request #41
2017-01-12 22:14:26 +01:00
fgenesis
0d8a5c191c
More graphics init cleanup. Remove aspect ratio check. Fix screen transition effect that broke in prev. commits.
2016-11-15 13:00:30 +01:00
fgenesis
c943759ce1
Getting closer to mutliple inputs actually working
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Split logic and state from ActionMapper into another class,
of which one exists per input set.
2016-07-17 22:25:24 +02:00
fgenesis
8472718fb7
Major include refactor; changes to pretty much everything
...
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.
Lots of cleanups on the way too. More dead/unused code removal.
Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00
Nicolas Braud-Santoni
eb128e65a4
Remove commented-out code
2016-05-05 19:57:50 +02:00
fgenesis
69e25640fb
Reload shaders on resolution change.
2013-10-25 01:44:34 +02:00
fgenesis
6962a3e3ab
Improvements to shader API; use handles instead of raw pointers.
2013-06-15 04:11:11 +02:00
fgenesis
836de14093
Implement multi-pass postprocessing shader.
...
This allows attaching multiple shader programs, processing the entire
screen as texture. Chaining shaders works, each shader will use
the output of the previous shader as input.
2013-06-15 02:38:49 +02:00
fgenesis
3485199bec
temp commit - work on shaders
2013-06-15 00:58:32 +02:00
fgenesis
8c80cf6318
Add shader interface API to Lua API
2013-05-12 00:06:26 +02:00
fgenesis
3096eaf5e2
initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
2011-08-03 22:05:33 +02:00