bjorn
cb9f166234
Revert "Replace sprintf with stb version;"
...
This reverts commit 8f9d24c51f
.
2019-01-24 17:39:27 -08:00
bjorn
c473bf50e8
Buffers individually keep track of their flush range;
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Fixes bugs with attached Mesh attributes, where flushing wasn't
happening when it should have.
2019-01-22 12:11:01 -08:00
bjorn
25606738c5
rm Curve:getDegree;
2019-01-21 09:49:07 -08:00
bjorn
8e0ccbf09a
Curve:split -> Curve:slice;
2019-01-20 20:36:42 -08:00
bjorn
5deae0a103
Rename setWindow back to createWindow;
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I'm not sure why this was changed. It doesn't make very much sense
because setWindow can't be called multiple times, and it can't be
called with nil/NULL.
2019-01-20 20:06:40 -08:00
bjorn
8f9d24c51f
Replace sprintf with stb version;
2019-01-18 08:55:29 -08:00
bjorn
e6d9b82bba
Adjust BlockType; getValue -> read;
2019-01-16 10:02:44 -08:00
bjorn
ee7544eba8
ShaderBlock:getValue; Shader:send vector fixes;
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Allows you to read back values from a ShaderBlock.
- This is also probably useful for Shaders.
- This creates SO MANY tables. It feels so bad to expose this. But
also it's the only way to read values back from a compute operation,
so it's pretty indispensable. In the future there could be a Blob
variant.
2019-01-16 10:02:44 -08:00
bjorn
27000d2238
Rebuild math.lua.h;
2019-01-14 12:30:47 -08:00
bjorn
aa56cbc7b0
Fix crash on repeated calls to Channel:peek;
2019-01-12 20:51:50 -08:00
bjorn
bb9d354ac9
Fix missing LuaJIT return;
2019-01-12 05:06:57 -08:00
bjorn
6bfc6623ac
More consistent matrix out args;
2019-01-12 04:58:05 -08:00
bjorn
577ed57b2d
oops, access the two types of Pools properly;
2019-01-12 04:22:11 -08:00
bjorn
c41a5c4e3c
Math copy functions allow you to specify a Pool;
2019-01-12 03:46:14 -08:00
bjorn
990544d3f4
Fix quat:save in LuaJIT;
2019-01-12 03:06:40 -08:00
bjorn
90cacd03ca
Handle numbers more consistently in Lua API;
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I still don't know if I should cast or not, but at least now things
will be consistently right or wrong.
2019-01-11 22:37:54 -08:00
bjorn
7338c82d7f
Add resizable vector pools;
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It seems too dangerous/annoying to have pools error when they run
out of memory. Instead, we'll make it so you can choose to make
a pool resizable, where it enlarges its memory if it runs out. By
default Pools aren't resizable, but the default math pool is.
Also, reduce the size of the default pool from 640k to 4k.
2019-01-10 14:10:04 -08:00
bjorn
f709a6849b
Fix crashes with :save'd vectors in LuaJIT;
2019-01-08 02:37:50 -08:00
bjorn
dee53f953c
Fix vector save functions in LuaJIT;
2019-01-08 00:54:07 -08:00
bjorn
40c7deaefe
Vector API improvements;
2019-01-06 03:25:00 -08:00
bjorn
c7fa8f8497
Fix vec3:set;
2019-01-05 00:21:56 -08:00
bjorn
cc88a0b919
Expose option to flip TextureData on load;
2019-01-04 23:32:25 -08:00
bjorn
379dc74cd5
Mesh fixes;
2019-01-04 18:01:01 -08:00
bjorn
1068dd1081
Rework cylinder;
2019-01-04 18:01:01 -08:00
bjorn
ea3a77a73a
Many batching improvements; Refactoring;
2019-01-04 18:01:01 -08:00
bjorn
d66057ee70
Avoid redundant strlen in font printing;
2019-01-04 18:01:01 -08:00
bjorn
62645cde28
Pipeline -> 4 bytes; lineWidth -> uint8_t;
2019-01-04 18:01:01 -08:00
bjorn
2ceb474b04
DrawCommand -> DrawRequest;
2019-01-04 18:01:01 -08:00
bjorn
779e28353d
Rebuild math.lua.h;
2019-01-04 02:19:10 -08:00
bjorn
4f716499b0
Fix declspec for math functions;
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LuaJIT can't find math functions on windows unless they are exported.
2019-01-04 02:18:21 -08:00
bjorn
60a12a6b7e
Rename thread module init/destroy;
2018-12-19 01:04:42 -08:00
bjorn
ab8e86b9a5
Fix vec3() in LuaJIT;
2018-12-17 20:14:10 -08:00
bjorn
68a0bf4a10
mat4:transformPoint;
2018-12-17 20:07:19 -08:00
bjorn
b0a146919f
Add vec3:length;
2018-12-17 19:32:43 -08:00
bjorn
1fb2d6be02
Always use pushliteral when possible;
2018-12-15 21:45:32 -08:00
bjorn
ad10f3bc37
Fix rgb10a2 constant;
2018-12-15 17:35:57 -08:00
bjorn
ff581d2e07
Fix Mesh:draw;
2018-12-12 19:39:01 -08:00
bjorn
a67f59000f
DrawMode -> DrawStyle; MeshDrawMode -> DrawMode;
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Renaming enums doesn't really have an impact on the API usage, just
the docs and internal naming of things.
2018-12-12 18:43:04 -08:00
bjorn
2540953422
lovr.graphics.setAlphaSampling for alpha to coverage;
2018-12-11 22:52:58 -08:00
bjorn
2435108d4d
rm drawInstanced (last argument of draw instead);
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Willing to revert this, but I think this is the cleaner API to use.
2018-12-11 22:16:40 -08:00
bjorn
259dbd5758
completely rm lovrGraphics from opengl.c;
2018-12-11 22:12:19 -08:00
bjorn
b02eae30b4
Autoinstancing;
2018-12-11 22:10:29 -08:00
bjorn
18fdd0c062
Autobatching;
2018-12-11 13:27:59 -08:00
bjorn
387a91d5e4
lovr.graphics.flush;
2018-12-11 11:13:46 -08:00
bjorn
2e5c927b92
Expose max UBO size in lovr.graphics.getSystemLimits;
2018-12-11 11:13:02 -08:00
bjorn
7f333ce956
Refactor Mesh attributes;
2018-12-07 19:11:14 -08:00
bjorn
e2886d3bb5
Mesh uses Buffer;
2018-12-07 15:57:45 -08:00
bjorn
9a0f7c919a
ShaderBlocks use Buffers;
2018-12-06 16:34:14 -08:00
bjorn
3a774354e8
Remove lovrHeadsetGetEyePose;
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A lot of drivers didn't bother to support it, it's not used very often,
and there are better ways to expose it that will soon be implemented.
2018-12-02 13:27:55 -08:00
bjorn
9a3ba5fb52
LuaJIT: mat4:scale accepts single number;
2018-12-02 13:03:29 -08:00