Historie revizí

Autor SHA1 Zpráva Datum
  Ivan Safrin fee8794a2d Fixed lights, lights are now sent to the draw buffer via their Render method and do not require to be added to the Scene as addLight, which has now been removed. Fixed shadowmap rendering. Added castsShadows flag to entities. Fixed entity editor gizmos not rendering. Fixed SceneCurves not rendering. před 9 roky
  Adam Kruckenberg 670e1d11ad Added experimental OpenVR module před 9 roky
  Ivan Safrin 4671d4143f Removed CoreServices from the codebase. Removed Timer and TimerManager, removed Tween and TweenManager, made entity Update function take elapsed time, made SceneLabels force material in constructor, UI components now require an explicit resource pool pointer and core passed in constructor. Probably broke a lot of stuff :) před 9 roky
  Ivan Safrin e89028166f Fixed windows project, fixed memory leak in renderer před 9 roky
  Ivan Safrin 4e1e0e19d9 Memory cleanup fixes před 9 roky
  Ivan Safrin 09c56bd5e7 Removed SceneManager, fixed reliance on Scene pointers throughout codebase, removed render calls from the core and made rendering a manual operation, started updating script bindings to use shared pointers (broke scripting and lighting) před 9 roky
  Ivan Safrin 919c980fe3 UWP project update to work with latest code, fixed crashes due to errant pointers in SceneMesh color uniforms, added ability to create Image from memory block, added way to save Image to PNG memory block, fixed FP16 texture crash, added ability for Object to save to XML string před 9 roky
  Ivan Safrin aa0e38e403 Additional IDE fixes před 9 roky
  Ivan Safrin b0851c5e0d Removed MaterialManager, made all material/shader and program management happen in ResourcePools, removed FontGlyphSheet and SceneImage classes from the codebase. Made all internal resources management and interaction use shared_ptr, renderer resources (shaders, programs, buffers, etc.) now created by the renderer only when used for the first time and deleted automatically in destructor. před 9 roky
  Joachim Meyer a84f334a1f Add sensor support. Android lifecycle fixes. Add retina support. před 9 roky
  Joachim Meyer f580821ddb Catch up with latest changes on Android. Also fix touch input. před 9 roky
  Joachim Meyer 47a0e12143 Further work on Android - Rendering works now. před 10 roky
  Joachim Meyer 697f3d70dc Start on an AndroidCore před 10 roky
  Ivan Safrin e6fecb1054 Fixed rendering memory leak před 9 roky
  Ivan Safrin f80bb40afd Converted all space indentation to tabs. před 9 roky
  Ivan Safrin 21d0173540 Added experimental emscripten support, added flags to compile without Lua and/or PhysFS, Labels defaulting to clamped+no mipmaps for strict OpenGL ES2 compatibility před 9 roky
  Ivan Safrin 7ba6ae9af6 Fixed issues with concurrent mesh rendering: added submesh support to meshes, geometry now defined in separate MeshGeometry classes, then bound copied into a Mesh, streamlined attribute binding in renderer před 9 roky
  Ivan Safrin 1a02f4dbc9 Renderer improvements před 9 roky
  Ivan Safrin 1a41d5a749 Latest IOS stuff před 9 roky
  Ivan Safrin 11c32a760a Updated Windows project, renderer bugfix před 9 roky
  Ivan Safrin 966cd456b6 Recreated incorrectly named Xcode project, improved rendering speed, fixed SceneLabel texture setting incorrectly před 9 roky
  Ivan Safrin fe6ac9990b Started treating meshes as resources, disabled skeletal animation for now, meshes dont get properly destroyed před 9 roky
  Ivan Safrin ba73b482ec Fixed global material application in renderer před 9 roky
  Ivan Safrin 9be3ea5d3e Fixed threaded renderer memory access crash před 9 roky
  Ivan Safrin a465620176 Threaded renderer fixes před 9 roky
  Ivan Safrin bbab4b87ee Fixed FP16 textures on mac před 10 roky
  Ivan Safrin af2c4106f4 Fixed attribute application in renderer před 10 roky
  Ivan Safrin 50fc83b0e3 Stopped using GLKit for render, still need to implement CADisplayLink před 10 roky
  Ivan Safrin e1bf75b509 Started restructuring materials, restored screen shaders in new renderer před 10 roky
  Ivan Safrin 847063c5d7 Attribute arrays are now kept track of in the ShaderPass, allowed for custom named attribute arrays in Mesh, restored skeletal animation support in SceneMesh před 10 roky