| Commit message (Collapse) | Author | Age | Files | Lines |
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There is enough information to generate some of the material loading
code from shaders/data.h.
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Now that shaders/data.h is in place, it can be taken to the next
extreme.
The information stored in shaders/data.h is plentiful enough that vertex
attribute location information can be standardised, the definition of
vertices can be specified in only one place and the bindings for vertex
information can be generated.
It's around this point in time that I wish there was a better
pre-processor for all this. It might make things a lot cleaner.
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This change also stops using bie as eventually it will be replaced with
a more sophisticated asset handling system which will also allow custom
shaders.
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Apparently some version OSX or something doesn't support 3.3.
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The C standard is a strange beast.
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On windows SDL replaces main with SDL_main and uses a WinMain function.
SDL_main is not main so it must return something.
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Rename vnorm to fnorm (fragment normal).
Change shader license headers to C++ style comments.
Fix spacing for PI define in faqe.c.
Add missing license headers.
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Numerous times a new uniform has been added and the corresponding
increment of the nunis parameter was forgotten causing confusion. This
should not happen anymore.
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The projection matrix uniform was being used before the shader program
was being used. This caused nothing to get rendered until a window
resize.
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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.
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Replace all of GLFW3 with SDL2 for future benefits.
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The project has been renamed to faqe.
The logic for this name: quake -> fake quake -> faqe
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