Lioncash
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26f847494e
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CDynamicVertexBuffer: Make use of std::array where applicable
Same behavior, but eliminates hardcoded sizes.
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2020-06-18 04:42:57 -04:00 |
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Lioncash
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f44a5fc8d2
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CShader: Mark several functions as const
These don't modify internal member state.
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2020-06-16 18:33:01 -04:00 |
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Lioncash
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a67df9865e
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CShader: Make use of unique_ptr where applicable
Prevents unsafe allocations by default.
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2020-06-16 18:27:13 -04:00 |
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Lioncash
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4d34589816
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CDrawUtil: Make use of std::array
While we're at it, we can make several arrays constexpr.
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2020-06-16 18:04:10 -04:00 |
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Lioncash
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43596280c5
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CVertexBuffer: Make use of size_t in Reserve()
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2020-06-16 17:42:24 -04:00 |
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Lioncash
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a17d43a87d
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CVertexBuffer: Make use of size_t where applicable
Same behavior, less truncations.
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2020-06-16 16:48:25 -04:00 |
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Lioncash
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d081dd87cf
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CVertexBuffer: Make use of std::array
Same behavior, but without hardcoded array sizes.
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2020-06-16 16:13:47 -04:00 |
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Lioncash
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332be356de
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CIndexBuffer: Make use of size_t where applicable
Provides a nicer interface for operating with standard types, etc.
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2020-06-14 18:29:39 -04:00 |
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Lioncash
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f5e9254c9a
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CIndexBuffer: Make use of in-class initializers where applicable
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2020-06-12 16:43:54 -04:00 |
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Lioncash
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721c4d8121
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CIndexBuffer: Make constructor explicit
Prevents implicit constructions.
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2020-06-12 16:41:47 -04:00 |
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Lioncash
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92811a9309
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CShader: Simplify initialization
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2020-06-11 17:34:52 -04:00 |
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Lioncash
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b8078e7419
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CShaderGenerator: Fix compiler warning
MSVC desires the namespace version
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2020-06-11 15:55:06 -04:00 |
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Lioncash
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012da6fb6d
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General: Remove unnecessary inline specifiers and add overrides
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2020-06-11 15:49:42 -04:00 |
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LC
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d7b6ab81ea
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Merge pull request #27 from lioncash/gen
CShaderGenerator: Make file-scope arrays non-allocating
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2020-06-11 10:52:19 -04:00 |
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Lioncash
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c929293789
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CIndexBuffer: Mark member functions as const where applicable
These member functions don't alter internal state, so we can mark them
as const.
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2020-06-10 19:33:50 -04:00 |
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Lioncash
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ef0030872a
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CShaderGenerator: default constructor and destructor
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2020-06-10 00:55:12 -04:00 |
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Lioncash
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e75c077bda
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CShaderGenerator: Make file-scope arrays non-allocating
We can make these plain views to eliminate any potential static runtime
constructors.
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2020-06-10 00:55:08 -04:00 |
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Jack Andersen
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55c4a5818e
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Use non-1.0 alpha component for default lighting
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2019-11-07 14:54:35 -10:00 |
|
Jack Andersen
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6e3b23ec50
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Accurate MP3 material processing
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2019-11-06 16:52:45 -10:00 |
|
Jack Andersen
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acd925ffaa
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Mac OpenGL fixes
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2019-05-27 11:25:00 -10:00 |
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Jack Andersen
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fc7cffbf37
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Silence MSVC warning and remove pointless glew utilities
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2019-05-26 15:49:50 -10:00 |
|
Jack Andersen
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9f94db6c82
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Linux build fixes
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2019-05-25 20:24:13 -10:00 |
|
Jack Andersen
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b6191dc330
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Initial round of CMake refactoring
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2019-05-23 13:04:29 -10:00 |
|
Aruki
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c4829f5fda
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Cleanup & refactoring
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2018-12-16 14:00:40 -07:00 |
|
Aruki
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2287b05bc3
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Refactor so PWE compiles with the newly externalized LibCommon
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2018-12-11 22:50:46 -07:00 |
|
Aruki
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84d689e104
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Changed EGame to an enum class. Created NGameList and NPropertyMap to change how templates are managed/saved/loaded. Added support for property map keeping track of ID/type pairs.
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2018-10-07 17:53:19 -06:00 |
|
Aruki
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e950634db2
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Switch over to using TString to represent filesystem paths instead of TWideString. Fixed FileUtil not handling UTF-8 paths with Unicode characters correctly.
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2017-05-04 15:43:25 -06:00 |
|
Aruki
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bdf0d188c3
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Integrated FileIO as part of Common instead of a separate subproject
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2017-05-04 12:18:52 -06:00 |
|
Aruki
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6d77604667
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Added shader sharing mechanism; added "cook all dirty packages" button; other various tweaks and fixes
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2017-02-09 10:54:38 -07:00 |
|
Aruki
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fbdf9023d1
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Upgraded to VS2015 64-bit compiler
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2017-02-04 09:36:37 -07:00 |
|
parax0
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595e4b931e
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Moved animation-related classes to their own subfolder
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2016-10-26 18:12:08 -06:00 |
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parax0
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1de2691f33
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Enabled MSAA
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2016-08-30 19:05:28 -06:00 |
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parax0
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3009f06d11
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Implemented filesystem handling functions in Common
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2016-05-18 20:59:01 -06:00 |
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parax0
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420f483b56
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Cache shader uniform locations instead of looking them up every frame (1-2 fps boost yay?)
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2016-04-29 15:59:26 -06:00 |
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parax0
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5b63556527
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Switched to 8-bit bone indices, removed material skinning flag
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2016-04-27 21:33:45 -06:00 |
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parax0
|
50dcc9cc1a
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Pre-transform bones with inverse bind instead of sending it to the shader
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2016-04-27 20:36:50 -06:00 |
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parax0
|
98059cedaa
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Added support for model skinning
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2016-04-27 04:27:57 -06:00 |
|
parax0
|
82ad4fb5c8
|
Mass code cleanup
|
2016-03-27 13:09:38 -06:00 |
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parax0
|
0faa4c3630
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Replaced uses of std::cout with Log::Write and Log::Error
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2016-03-21 15:29:56 -06:00 |
|
parax0
|
b768473b44
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Added lightmap multiplier to allow applying basic lighting on world geometry
|
2016-01-10 06:17:12 -07:00 |
|
parax0
|
5375f34c19
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Implemented TFlags for easy, type-safe bitflags
|
2016-01-05 11:50:10 -07:00 |
|
parax0
|
2db8d23516
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Splitting Math into a separate subproject and adding FileIO as a PWE subproject
|
2015-12-16 14:39:51 -07:00 |
|
parax0
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824d23efc1
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Mass refactoring part 2/2: fixing include paths and project files
|
2015-12-14 19:07:22 -07:00 |
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parax0
|
8805baaee1
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Mass refactoring part 1/2: establishing multiple subprojects, moving source files to their new location, adding resources/templates to version control
|
2015-12-14 18:33:16 -07:00 |
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