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commands
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Fixed StaticModel rotation
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10 jaren geleden |
games
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Auto code indentation [skip ci]
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10 jaren geleden |
loader
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Mesh now RoomMesh, _fixed_ texture bleeding
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10 jaren geleden |
system
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TextureManager is now completely static.
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10 jaren geleden |
utils
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TextureManager is now completely static.
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10 jaren geleden |
Camera.h
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Performance boost by storing data in GL buffers directly
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10 jaren geleden |
Console.h
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Improved Console, added auto-completion
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10 jaren geleden |
Entity.h
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Moving to OpenGL 3.3 core. Depending on GLM. Removed old level reader, old math lib.
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10 jaren geleden |
Game.h
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Controller support, Camera Quaternion
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10 jaren geleden |
Log.h
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Fixed window resizing and initial camera offset.
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10 jaren geleden |
Menu.h
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Auto code indentation [skip ci]
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10 jaren geleden |
MenuFolder.h
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Auto code indentation [skip ci]
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10 jaren geleden |
Mesh.h
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Performance boost by storing data in GL buffers directly
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10 jaren geleden |
Render.h
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TextureManager is now completely static.
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10 jaren geleden |
Room.h
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Fixed window resizing and initial camera offset.
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10 jaren geleden |
RoomData.h
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Fixed window resizing and initial camera offset.
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10 jaren geleden |
RoomMesh.h
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Performance boost by storing data in GL buffers directly
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10 jaren geleden |
RunTime.h
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Fixed StaticMesh Y offset
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10 jaren geleden |
Script.h
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Auto code indentation [skip ci]
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10 jaren geleden |
SkeletalModel.h
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Fixed StaticModel rotation
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10 jaren geleden |
SoundManager.h
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RunTime now static. StaticMesh displays bounding boxes.
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10 jaren geleden |
Sprite.h
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Moving to OpenGL 3.3 core. Depending on GLM. Removed old level reader, old math lib.
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10 jaren geleden |
StaticMesh.h
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Fixed window resizing and initial camera offset.
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10 jaren geleden |
TextureManager.h
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TextureManager is now completely static.
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10 jaren geleden |
UI.h
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Removed Exceptions, moved GL code into Shader
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10 jaren geleden |
World.h
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Added basic view frustum culling
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10 jaren geleden |
config.h.in
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Using stb_image, stb_image_write. New imgui version.
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10 jaren geleden |
global.h
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Controller support, Camera Quaternion
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10 jaren geleden |