revert back, caused a big drop in FPS. Not sure if flicker is caused by it though.
1 lines of code changed in:
Fix the skybox
16 lines of code changed in:
It seems this may help resolve flickers
1 lines of code changed in:
&= operator
4 lines of code changed in:
Clean up
1 lines of code changed in:
make use of inherited states
33 lines of code changed in:
Merge the render pipline all into teh Update() function. This is cleaner and easier to follow. It will also help move things along when we start to render in a seperate thread.
117 lines of code changed in:
add IsHidden function that looks at parent and self to determine if hidden
10 lines of code changed in:
Reorder the first few startup commands to try to catch earlier crashes
2 lines of code changed in:
Display's Init() function now creates the window and the rendering context. Display now has a create thread function too.
63 lines of code changed in:
Add a packet based render queue
32 lines of code changed in:
add a circular queue
93 lines of code changed in:
Fix bug when destroying shaders
8 lines of code changed in:
prevent extra emissions from being added when doing multiple light passes
3 lines of code changed in:
nsparallax uses 2 images now, not 3
6 lines of code changed in:
Clipping planes can probably be replaced by glScissors. I seem to remember that the clipping plaes were put in mostly for use with the gui.
0 lines of code changed in:
Pick lights from the object's world space matrix
7 lines of code changed in:
Build VBOs after loading the mesh
19 lines of code changed in:
Use the lighting state bit
20 lines of code changed in:
Fix particle rendering. It was running a shader.
3 lines of code changed in:
Remove old commented out code
4 lines of code changed in:
Screens need to listen for the display resized message so they can regenerate their projection matrices.
22 lines of code changed in:
manually prerender teh camera early so that we can have fresh matrix data for the aimer to make things smooth
1 lines of code changed in:
Make PointToScreenCoord more generic
4 lines of code changed in:
Fix PointToScreenCoord
4 lines of code changed in:
Cameras now work using the new method of locally stored camera matrices
16 lines of code changed in:
Reorganize logic to prevent multiple sequential shader changes to shader 0.
7 lines of code changed in:
Bind to -1 to indicate an off pixel shader. Translate -1 into 0 when actually binding the shader in opengl.
6 lines of code changed in:
Working on new camera matrix stuff. Still broken
18 lines of code changed in:
clean up
3 lines of code changed in:
filter shader changes
18 lines of code changed in:
Fix disabling of pixel shaders. Fixes problem with sprites rendering with the wrong image if they are rendered right after and object using a shader.
5 lines of code changed in:
Update
24 lines of code changed in:
set states in custom render and meshes can use shaders
2 lines of code changed in:
states before materials (something is goofy with states and sprites, I'm working on debugging it)
1 lines of code changed in:
Turn everything off at first
4 lines of code changed in:
all hex
13 lines of code changed in:
Set state before setting materials and shaders
1 lines of code changed in:
Now done in object custom render
0 lines of code changed in:
Use the stack to ensure previous state restoration
2 lines of code changed in:
Only clear the frame if we have to.
6 lines of code changed in:
forgot to remove this
0 lines of code changed in:
fix object culling
36 lines of code changed in:
Add specular seperately
5 lines of code changed in:
move things to vertex shader for more speed
21 lines of code changed in:
fix shader
15 lines of code changed in:
use rock shader
2 lines of code changed in:
rock shader
78 lines of code changed in:
New rock image and additional normals
6 lines of code changed in:
Compress
0 lines of code changed in:
Update to what I have.
34 lines of code changed in:
better self made dirt
0 lines of code changed in:
Working on moving the projection matrix out of display and into screens.
191 lines of code changed in:
make unsigned and fix typo
12 lines of code changed in:
this is a mess, I think there is a better, more generic way to do rendering to textures
14 lines of code changed in:
comment out render to _whatever_
2 lines of code changed in:
Clean up and merge DrawMesh functions
4 lines of code changed in:
fix compile
3 lines of code changed in:
Fix warnings for Linux. If this creates any serious problems for windows,
revert.
15 lines of code changed in:
use common draw
3 lines of code changed in:
update
6 lines of code changed in:
Updates to SetState
Combine DrawMesh and DrawMeshVBO
64 lines of code changed in:
Multitexturing is now required
41 lines of code changed in:
Try to fast track existing textures
43 lines of code changed in:
Fix from charles
1 lines of code changed in:
Add some new features to ezSockets
37 lines of code changed in:
Fix crash and update particle field's light code
24 lines of code changed in:
check before deleting
10 lines of code changed in:
don't need constructor or destructor
1 lines of code changed in:
we actually need this
9 lines of code changed in:
update
23 lines of code changed in:
We don't use the callback manager anymore. The message system works just as well.
5 lines of code changed in:
comment out old toggles
2 lines of code changed in:
add stencil and shader states
2 lines of code changed in:
Comment out a lot of old state functions
30 lines of code changed in:
Fix leak
3 lines of code changed in:
Update for the new state tracking
18 lines of code changed in:
Instead of an enum, use constant static longs that contain bit masks
61 lines of code changed in:
Start using new state management. (unfinished)
206 lines of code changed in:
Start using new state management. (unfinished)
127 lines of code changed in:
add state tracking
19 lines of code changed in:
Adjust render pipeline so that we allow the video card the entire cycle of the program to draw
20 lines of code changed in:
Cleanup message system, faster
15 lines of code changed in:
Update copyright
1 lines of code changed in:
Use a heap to store message times. Prevents collisions and I think it might be a little faster than the maps.
173 lines of code changed in:
Update world
9 lines of code changed in:
Forgot this
139 lines of code changed in:
Don't render text who's texture is not loaded
6 lines of code changed in:
getState
1 lines of code changed in:
mark textures as loaded or unloaded
4 lines of code changed in:
Remove useless DynTexture
0 lines of code changed in:
crappy fix to a few issues
8 lines of code changed in:
Change for message driven texture loading
21 lines of code changed in:
take into account raw loading and its data
21 lines of code changed in:
load texture from raw
11 lines of code changed in:
Remove texture loading callbacks
0 lines of code changed in:
Register after textures since we might want info from textures
4 lines of code changed in:
Update
31 lines of code changed in:
updates for texture loading
7 lines of code changed in:
update texture loadings
18 lines of code changed in:
Why are there so many create cache functions?
14 lines of code changed in:
temporary change
3 lines of code changed in:
Remove a multitude of different loading and registering methods. Improve messaging texture loading sytem
40 lines of code changed in:
update for new texture loading
29 lines of code changed in:
Rework texture loading and data
87 lines of code changed in:
Copy the callback vector
6 lines of code changed in:
function to test the owner
1 lines of code changed in:
May 2007 »