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* Add a simple camera struct and camera controlsTomasz Kramkowski2018-05-031-1/+1
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* Implement diffuse texture loading and basic material supportTomasz Kramkowski2018-05-021-2/+2
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* Implement basic model loading of FMD format.Tomasz Kramkowski2018-04-271-1/+2
| | | | | | | | | | | | The FMD (Faqe Model Data) format is a format designed for faqe. It stores vertex, element and material information and mesh information. This patch provides the basic implementation and use of this format. This patch also implements perspective projection, depth testing and view and model matrices. An example fmd file is provided.
* Move linmath.h out of the project and into its own fork.Tomasz Kramkowski2018-04-201-1/+3
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* Replace GLFW3 with SDL2Tomasz Kramkowski2018-04-201-1/+1
| | | | Replace all of GLFW3 with SDL2 for future benefits.
* Rename project gltest -> faqeTomasz Kramkowski2018-03-301-3/+3
| | | | | | The project has been renamed to faqe. The logic for this name: quake -> fake quake -> faqe
* Simplify gl loading by removing m4 and merging gldefs.hTomasz Kramkowski2018-03-301-5/+1
| | | | | | | | | | | m4 has been removed, loadgl.c.in is now gl.c, gldefs.h and loadgl.h.in have now been merged into gl.h. loadgl.m4 has been transformed into glfunc.h which is being used in the way of a bie index file to generate information at 3 places. lgl_load is now gl_load and doesn't return anything, the jongjmp.h method of error handling was pre-emptive and for now this much simpler system will suffice. This means that lgl_strerror is no longer neede.
* Move assets*.o from Makefile to assets.mkTomasz Kramkowski2018-03-281-4/+5
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* Move to using bie for assetsTomasz Kramkowski2018-03-281-8/+9
| | | | | Shaders are now stored in a bie flat archive and indexed via assets.c and assets.h.
* Makefile: -lm needed on linuxTomasz Kramkowski2018-03-281-1/+1
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* glprog: Wrap OpenGL program object loadingTomasz Kramkowski2018-03-271-2/+2
| | | | | glprog provides a simple interface to loadign OpenGL program objects and getting their uniform locations.
* loadgl: Use m4 to generate the loadsTomasz Kramkowski2018-03-261-1/+6
| | | | | The loadgl interfaces, loads and functions are now generated with m4 so that all the information can be stored in a single place.
* init commitTomasz Kramkowski2018-03-261-0/+33