Daniele Bartolini 46698d48db Use struct 12 lat temu
..
audio 6412948e73 update AlRenderer 12 lat temu
compilers f8e646bb50 Fix a memory leak 12 lat temu
core ce6f39be77 Add end() iterator to IdTable 12 lat temu
input 2aa28bdfa8 Rename Vec* to Vector*, Mat* to Matrix*, Quat to Quaternion 12 lat temu
lua ff2795978b We can access resource data directly by casting to appropriate resource types, no need to keep data inside *Resource 12 lat temu
network 2aa28bdfa8 Rename Vec* to Vector*, Mat* to Matrix*, Quat to Quaternion 12 lat temu
os 757bbe84c5 Update documentation 12 lat temu
renderers 551dcb1211 Fix renderer not releasing IDs for GPU resources 12 lat temu
resource 46698d48db Use struct 12 lat temu
rpc b4d93e3d0e Split IdTable from Id definition 12 lat temu
tests 06c5ef0a03 Merge branch 'master' into world 12 lat temu
third 5fad6aae61 Add support for nVidia PhysX to CMakeLists.txt 12 lat temu
Android.mk 4e15eff5af Delete Generic 12 lat temu
Application.mk c884f1b741 Rename src folder to engine 12 lat temu
CMakeLists.txt c91b780fb0 Add functions for operating on event streams 12 lat temu
Camera.cpp deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 lat temu
Camera.h deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 lat temu
Config.h.in be86e86f48 Add support to custom uniforms 12 lat temu
Crown.h c91b780fb0 Add functions for operating on event streams 12 lat temu
Device.cpp 89dad358d5 Split update() and render() in World 12 lat temu
Device.h 89dad358d5 Split update() and render() in World 12 lat temu
Mesh.cpp ff2795978b We can access resource data directly by casting to appropriate resource types, no need to keep data inside *Resource 12 lat temu
Mesh.h deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 lat temu
RenderWorld.cpp 89dad358d5 Split update() and render() in World 12 lat temu
RenderWorld.h 89dad358d5 Split update() and render() in World 12 lat temu
SceneGraph.cpp deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 lat temu
SceneGraph.h deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 lat temu
SceneGraphManager.cpp 875030c862 Add SceneGraphManager and eradicate memory leaks 12 lat temu
SceneGraphManager.h 89dad358d5 Split update() and render() in World 12 lat temu
Sound.cpp 1b8361edc4 add Sound and SoundWorld 12 lat temu
Sound.h 1b8361edc4 add Sound and SoundWorld 12 lat temu
SoundWorld.cpp 1b8361edc4 add Sound and SoundWorld 12 lat temu
SoundWorld.h 1b8361edc4 add Sound and SoundWorld 12 lat temu
Sprite.cpp ff2795978b We can access resource data directly by casting to appropriate resource types, no need to keep data inside *Resource 12 lat temu
Sprite.h deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 lat temu
SpriteAnimator.h ff2795978b We can access resource data directly by casting to appropriate resource types, no need to keep data inside *Resource 12 lat temu
Unit.cpp deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 lat temu
Unit.h deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 lat temu
World.cpp ff2795978b We can access resource data directly by casting to appropriate resource types, no need to keep data inside *Resource 12 lat temu
World.h 89dad358d5 Split update() and render() in World 12 lat temu