bjorn
b86340ac69
LOVR_USE_LEAP is false by default;
2019-05-12 22:23:02 -07:00
bjorn
aa1d33669c
Just use leap;
2019-05-12 22:22:29 -07:00
bjorn
5ff49e73c2
Leap WIP;
2019-05-12 22:22:29 -07:00
bjorn
1eabf45483
Update CMakeLists;
2019-05-12 22:22:29 -07:00
bjorn
2dea0eacfb
Use -fvisibility=hidden to hide symbols by default;
...
This saves some space, and it's better to be conscious about symbol exports.
2019-04-20 16:20:05 -07:00
bjorn
c0cc4fbd85
Fix CMakeLists;
2019-04-20 16:05:58 -07:00
bjorn
5a25803875
CI test;
2019-04-13 18:56:54 -07:00
bjorn
d6d3123114
Maybe this will fix the GLFW dll on appveyor?;
2019-04-13 17:59:01 -07:00
bjorn
9131c26fab
Fix Android build;
2019-04-11 15:26:59 -07:00
bjorn
6e75ebafac
Fix windows build;
2019-04-05 06:01:12 -07:00
bjorn
94f112dea3
Disable SSE on arm;
...
Currently we turn off SSE based on the OS (Android or Emscripten),
but this causes a build error on non-android arm CPUs. Now we
correctly look at the CPU architecture.
2019-04-05 01:21:33 -07:00
bjorn
85c51399a6
Fix MSVC warnings;
2019-03-17 00:58:13 -07:00
bjorn
d45e56146a
Rename fake to desktop;
2019-03-06 23:02:47 -08:00
Bjorn Swenson
86ef954287
Merge pull request #111 from mcclure/oculus-fix-19feb
...
Fix Oculus driver compilation
2019-03-06 22:25:31 -08:00
bjorn
2b41d6948c
CMake: move_dll works with empty arguments;
2019-03-06 11:06:02 -08:00
bjorn
db642dc406
Fix CMake typo;
2019-02-18 14:37:52 -08:00
bjorn
5ddc15c612
Add _CRT_SECURE_NO_WARNINGS;
2019-02-17 14:58:01 -08:00
bjorn
6a443e0dca
rm assimp;
2019-02-13 15:10:52 -08:00
bjorn
a02d4eb659
rm VertexData;
2019-02-13 15:10:52 -08:00
bjorn
6857b01ac0
Start OBJ parser; Optimize glTF parsing;
2019-02-13 15:10:52 -08:00
bjorn
6b323e3476
Start parsing glTF;
2019-02-13 15:10:52 -08:00
mcc
865fc1467f
Let's mention the last tested version of oculus sdk in CMakeLists
2019-02-08 15:02:29 -05:00
bjorn
f53f64933c
WebGL fixes;
2019-02-08 10:32:05 -08:00
bjorn
30acdd1347
Add semantic GL defines;
2019-01-29 16:05:27 -08:00
bjorn
5770b63108
Revert "Add stb_sprintf;"
...
This reverts commit da565296fd
.
2019-01-24 17:40:22 -08:00
bjorn
da565296fd
Add stb_sprintf;
2019-01-18 08:55:29 -08:00
bjorn
ea3a77a73a
Many batching improvements; Refactoring;
2019-01-04 18:01:01 -08:00
bjorn
c87645e8ef
Put non-opengl-specific stuff in their own files;
2019-01-04 18:01:01 -08:00
bjorn
2aadc9bde1
rm Transform;
2018-12-02 12:08:07 -08:00
bjorn
ba192374dc
Start math types;
2018-12-02 12:08:07 -08:00
mcc
778b654f1d
Move lovr.android.getApplicationId() to lovr.filesystem.getApplicationId(). Kill Android module
...
This requires adding an application id function to platform and adding a mini definition to sds into platform.h. All platforms except Android return NULL (no application id)
2018-11-27 15:02:25 -08:00
mcc
adabf4c6ef
Fix broken android lua module
...
The LOVR_ENABLE_ANDROID flag wasn't getting passed to C, and the getApplicationId code had bugs
2018-11-27 15:02:25 -08:00
mcc
961bf859f6
Android lua module
...
Currently provides only a lovr.android.getApplicationId(). This returns an Android-specific identifier that doesn't cleanly map to anything specific in other OSes.
2018-11-27 15:02:25 -08:00
bjorn
9bc4ee7c94
Android: omit linux.c in favor of android.c;
2018-11-16 04:53:44 -08:00
bjorn
fcc3313c69
rm unused LOVR_ANDROID_FLAGS;
...
Can be added again if necessary.
2018-11-16 04:51:59 -08:00
bjorn
63103b13a5
rm NO_WINDOW define;
2018-11-16 04:51:17 -08:00
bjorn
da92cce634
Fix wasm build;
2018-11-15 08:21:26 -08:00
bjorn
1ce7e49df5
Update CMakeLists;
2018-11-15 08:18:30 -08:00
bjorn
c6126bed59
Move print_override to luax;
...
It makes more sense for it to live there since it's a Lua override.
I misunderstood something when communicating about this initially.
2018-11-15 07:51:21 -08:00
mcc
50a110ee79
Fix Android build (add additional target_link_libraries for GLES3)
2018-11-13 22:20:19 -05:00
bjorn
0f0485d9e8
Update CMakeLists;
2018-11-08 12:56:45 -08:00
mcc
2675b51013
Make oculus mobile build self-contained
...
The initial version of the oculus mobile driver incorporated two files, BridgeLovr.cpp and BridgeLovr.h, which were assumed to be outside of the Lovr repo in the repo for a separate Android app. The Android app now is wholly separated and communicates with the Lovr shared object via the interface in oculus_mobile_bridge.h.
A file print_override.c now contains a drop-in replacement for Lua print() which prints to lovrLog. This is useful for Android or for other future platforms where stdout/stderr aren't usable.
2018-11-07 10:24:44 -05:00
mcc
b146ad422f
Add SDS string library from commit 8dc8d6fb373bdc08eb82a72904841998d30b7cf2
2018-11-06 18:39:12 -05:00
mcc
141ebfb0e9
Switch BridgeLovr to C
2018-11-06 18:37:28 -05:00
mcc
8301bd7dd8
Remerge oculus-mobile branch with master
2018-11-02 18:10:08 -04:00
bjorn
0945702d27
Update CMakeLists for new platform layer;
2018-10-29 17:13:53 -07:00
mcc
79b0c19254
Oculus mobile: First round of fixes requested in PR review
...
Formatting, back out bad change to Win32 build, support getOs()
2018-10-28 22:55:37 -04:00
mcc
dd440b2ada
Code cleanup after all these changes, fix build
2018-10-28 15:31:27 -04:00
mcc
b892d0143f
Remerge oculus mobile and master branches (to get lovrCanvasCreateFromHandle)
2018-10-25 00:06:39 -04:00
mcc
5ad8fdd3e3
Fixes as far as running without crashes, no display yet
2018-10-24 23:40:11 -04:00