Lioncash
136a229a1a
Graphics/Shaders: Use std::array where applicable
...
Makes the arrays strongly typed and impervious to array->pointer decay.
This also allows simplifying some operations (such as being able to call
fill() instead of needing to use std::fill, etc).
2019-11-09 20:22:16 -05:00
Lioncash
902f4fb5c5
Graphics/Shaders: Use forward declarations where applicable
...
Now, with all of the headers normalized, we can safely convert some
headers into forward declarations without needing to worry about
potentially breaking code in other headers or source files.
2019-11-09 20:22:09 -05:00
Jack Andersen
5acf9ecbcf
Graphics debug groups and bug fixes
2019-07-20 22:42:52 -10:00
Jack Andersen
8df0a4913c
zeus constexpr refactor and thermal visor fixes
2019-02-23 21:15:54 -10:00
Jack Andersen
636c82a568
New code style refactor
2018-12-07 19:30:43 -10:00
Jack Andersen
c307e354ca
Huge shader refactor
2018-10-06 16:59:17 -10:00
Jack Andersen
70b3404b7c
Windows build fixes and warning avoidance
2018-05-24 20:39:38 -10:00
Jack Andersen
f60af632b3
Big fixes and big memory leak refactor (linux only for now)
2018-05-19 20:14:57 -10:00
Jack Andersen
669b3d6942
CWorldShadow OpenGL fixes; discord-rpc integration
2018-01-15 20:42:28 -10:00
Jack Andersen
47b3d57c3a
Arm cannon rendering fixes
2018-01-14 21:39:25 -10:00
Jack Andersen
3894749675
Changes to support boo object tracker API
2017-11-04 20:17:12 -10:00
Jack Andersen
8e98a5b058
CWorldShadowShader construct fixes
2017-10-01 15:01:11 -10:00
Jack Andersen
a84f5441a7
Windows compile fixes
2017-09-30 19:32:37 -10:00
Jack Andersen
30ae347420
Implement CWorldShadow and texture clamp mode
2017-09-30 18:26:46 -10:00