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