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19 commits

Author SHA1 Message Date
fgenesis
b6fb6944f6 first step towards making the render process const 2022-05-19 05:17:00 +02:00
fgenesis
7a60f493a5 Re-enable double->float cast warning and fix all instances where this fired 2017-01-19 23:31:56 +01:00
Valentin Ochs
f9357e7fca Merge branch 'gccwarn' into controllerfixup 2017-01-17 11:15:47 +01:00
Valentin Ochs
fe0ab0418b Get rid of a lot of gcc warnings
Mostly signed/unsigned comparisons. Also some bugs, but I don't remember
where :D
2017-01-14 18:10:20 +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)
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
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
Nicolas Braud-Santoni
276265be1d Eliminating obsolete #ifdefs and friends (#26)
The following options have been applied globally, using unifdef(1):
```c
 #undef BBGE_BUILD_DIRECTX

 #define BBGE_BUILD_OPENGL 1
 #define GL_GLEXT_LEGACY   1
 #define HAVE_PUTENV       1
 #define TIXML_USE_STL     1
 #define BBGE_BUILD_SDL    1
```
2016-05-05 03:49:41 +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
9b63b400d5 Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
2012-02-19 04:57:04 +01:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00