bjorn
cfac548e7b
Add flag to make Canvas depth texture readable;
...
- DepthFormat is now just TextureFormat.
- Canvas:getDepthTexture instead of Canvas:getDepthFormat.
2018-09-27 18:34:43 -07:00
bjorn
56fa853b09
Fix possible overflow in modelData texture path;
2018-09-26 23:16:18 -07:00
bjorn
05802f3e90
util: rm vec_uint;
2018-09-26 10:49:33 -07:00
bjorn
148a2bdb45
Error system no longer relies on Lua;
2018-09-26 10:39:17 -07:00
bjorn
737f0b6dc3
Fix edge case in lovrMeshResize;
...
Also make BufferUsage usage more consistent.
2018-09-23 19:13:32 -07:00
bjorn
2ec5c42f87
Fix compile warnings;
2018-09-21 23:34:15 -07:00
bjorn
2a17f6e4bb
Add LOVR_USE_ASSIMP;
...
lovr.graphics.newModel and lovr.data.newModelData will return nil
if assimp is disabled.
2018-09-21 19:25:48 -07:00
bjorn
7932f3340a
Use target_sources;
2018-09-21 19:25:48 -07:00
bjorn
27ce2f7bed
Maybe fix windows build;
2018-09-21 19:25:48 -07:00
bjorn
2d788e2f41
rm USE_OPENAL;
2018-09-21 19:25:48 -07:00
bjorn
5a9cd5187c
Make CMakeLists more modular;
...
- Enable/disable individual modules, including enet/json
- Enable/disable different "backends" (audio/headset)
- Choose to use system vs. source versions of different libraries
2018-09-21 19:25:48 -07:00
mcclure
e2ace89b83
Fix controller:isDown() for 'grip' and 'trigger' on Oculus ( #60 )
...
Previously, controller:isDown('grip') returned always true, and for 'trigger' false was always returned. This adjusts oculusControllerIsDown() to use an axis threshold rather than the Shoulder bit for 'trigger', and to use a more demanding threshold for 'grip'.
2018-09-21 19:23:00 -07:00
bjorn
48dcb5067a
Fix lovrTextureCreateFromHandle prototype;
2018-09-11 15:56:06 -07:00
bjorn
09a67949ed
Improve CMake and build for LibOVR;
2018-09-11 15:47:03 -07:00
bjorn
72158f103a
Update for stereo rendering and new headset API;
2018-09-11 15:30:31 -07:00
bjorn
75ca4b0cba
lovrTextureCreateFromHandle;
2018-09-11 15:30:31 -07:00
bjorn
5b5e9fbc00
WIP;
2018-09-11 15:30:31 -07:00
bjorn
6b0806d04a
Don't treat lighthouses as Controllers;
2018-09-11 15:28:31 -07:00
bjorn
7309ac8ce8
Treat trackers and lighthouses as Controllers;
2018-09-11 15:23:46 -07:00
bjorn
8b7bfec9d3
Add emscripten shell file;
...
To make it easier to build and test WebVR.
2018-09-06 16:05:39 -07:00
Bjorn Swenson
0186a4a42f
Update README;
2018-09-06 10:47:20 -07:00
Bjorn Swenson
e01cfb0b47
Update README;
2018-09-06 10:39:15 -07:00
bjorn
40e6f6a81c
Handle window resizes properly;
...
Fix for the web where the window actually resizes.
2018-09-05 11:11:57 -07:00
bjorn
924eb5fa0a
Shader:send: Add a missing break;
...
opps
2018-09-05 10:13:04 -07:00
bjorn
8a7054e793
v0.11.0;
2018-09-05 08:02:50 -07:00
bjorn
9fa18495f2
Fix fake controller positioning;
2018-09-05 06:31:18 -07:00
bjorn
ca6bd29501
bindBlockBuffer: fix buffer target for emscripten;
2018-09-05 04:44:19 -07:00
bjorn
a13849b525
ShaderBlock:getShaderCode: Fix string length calculation;
2018-09-05 04:40:22 -07:00
bjorn
7a8abc80a2
Copy Transform objects more safely in Shader[Block]:send;
2018-09-05 04:22:12 -07:00
bjorn
1e351255f1
Fix UBO usage enum;
2018-09-05 04:10:12 -07:00
bjorn
ddba19efad
Work around glGenerateMipmap on macOS;
2018-09-05 03:54:43 -07:00
bjorn
a5b9d267d0
Ensure int attributes are signed;
2018-09-05 03:25:13 -07:00
bjorn
f47dccaaa3
Ensure GL state is tracked properly between restarts;
2018-09-04 15:02:55 -07:00
bjorn
5ebea9db71
Destroy Lua objects before destroying lovr;
...
This fixes a bug where physics Worlds are destroyed after
ODE is deinitialized, which can cause a segfault. Instead we
collect Lua objects first and then destroy each module. This
makes more sense and doesn't seem to have any consequences...
2018-09-04 14:45:01 -07:00
bjorn
7e1687ce6b
Fix Shader:sendImage;
2018-09-04 06:58:54 -07:00
bjorn
1b3e8c9766
Flip cubemap x texture coordinate;
2018-09-04 06:42:04 -07:00
bjorn
4e1757210e
Load cubemap images better;
2018-09-03 20:59:12 -07:00
bjorn
f17d57e987
Fix up problems with tracking incoherent resources;
2018-09-02 22:20:32 -07:00
bjorn
fbd294f76d
Empty textures default to linear instead of sRGB;
2018-09-02 21:15:59 -07:00
bjorn
2e881cbda0
Fix bad assert for image uniforms;
2018-09-02 21:15:43 -07:00
bjorn
3cc1b60fd8
Better default for anonymous texture depth;
2018-09-02 21:11:48 -07:00
bjorn
b29a2d0471
Rework fake headset driver inertia;
2018-09-01 20:29:17 -07:00
bjorn
7aedff1278
Fix srgb settings for model import;
2018-09-01 06:27:24 -07:00
bjorn
59280c4e9d
Fixes for compressed textures;
2018-09-01 05:40:45 -07:00
bjorn
064adef0bb
Transform:getMatrix accepts target table;
2018-09-01 02:52:16 -07:00
bjorn
b959c30424
lovrPoseMatrix;
2018-09-01 02:52:02 -07:00
bjorn
c584354c92
lovrInstanceID;
2018-09-01 02:09:59 -07:00
bjorn
8b9e9eba9e
Use GLSL 430 when available;
2018-09-01 01:57:38 -07:00
bjorn
ea331a12be
Fix bugs;
2018-08-31 23:24:59 -07:00
bjorn
4e61d2ea3b
Really icky conditional shader compilation;
...
But I can't think of another way to do it.
2018-08-31 19:52:03 -07:00