Lasse Öörni
65010d3169
Compile AngelScript without thread support on iOS, as there will be only one Urho3D context running simultaneously.
2012-07-01 17:05:30 +00:00
Lasse Öörni
96bdad35a0
Updated to AngelScript 2.24.0a.
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Do not sort batches front-to-back on mobile devices.
Disable shadow map reuse in NinjaSnowWar on mobile devices.
2012-07-01 15:35:06 +00:00
Lasse Öörni
06505eac99
Fixed documentation.
2012-06-29 07:12:37 +00:00
Lasse Öörni
d4e5789168
Added missing #pragma once.
2012-06-28 21:12:01 +00:00
Lasse Öörni
6eb2985ed8
Added comment.
2012-06-28 20:42:52 +00:00
Lasse Öörni
e994485472
Added a macro for the different main() implementations.
2012-06-28 20:31:25 +00:00
Lasse Öörni
762da4aec0
Updated the quickstart documentation.
2012-06-28 19:44:16 +00:00
Lasse Öörni
56fb35f059
More Doxygen comment fixes.
2012-06-28 19:27:25 +00:00
Lasse Öörni
9b21488f02
Fixed Doxygen comments.
2012-06-28 19:26:26 +00:00
Lasse Öörni
18e8cb6334
Removed need for anisotropic filter OpenGL extension.
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Removed redundant hires shadow map support flag.
2012-06-28 19:17:59 +00:00
Lasse Öörni
c96f9e72dc
Cleaned up joystick code. Automatically open the joystick when accessed.
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Added String::EMPTY. Removed duplicate empty strings from different libraries.
2012-06-28 17:52:27 +00:00
Lasse Öörni
7d39dd0c58
Joystick events and joystick button pressed state.
2012-06-28 07:49:23 +00:00
Lasse Öörni
4a463176ab
Added joystick support.
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Cleaned up reading touch input.
2012-06-27 23:03:25 +00:00
Lasse Öörni
088b451238
Reduce size of too large unused scratch buffers.
2012-06-27 18:55:34 +00:00
Lasse Öörni
69e14c4fe2
Re-reserve the DebugRenderer vectors while they are empty to avoid unnecessary copying.
2012-06-27 07:28:34 +00:00
Lasse Öörni
51c4336f2f
Moved HashMap & Vector allocations to .cpp files so that they can be more easily tracked.
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Use C strings for attribute names, as they are const.
Allocate Direct3D9 ShaderVariation's only when actually needed.
Compact DebugRenderer buffers when amount of debug geometry is reduced.
Added debug prints to scratch buffer reserving.
2012-06-26 19:50:16 +00:00
Lasse Öörni
442f3d832c
Fixed memory leak in Image.
2012-06-26 17:38:58 +00:00
Lasse Öörni
d23803e285
Added memory debug dump (MSVC debug mode only.)
2012-06-26 05:58:48 +00:00
Lasse Öörni
613e3e94f9
Allocate nested script execution contexts on demand.
2012-06-25 18:01:11 +00:00
Lasse Öörni
f5bfe558cb
Slight AngelScript use cleanup.
2012-06-25 17:54:39 +00:00
Lasse Öörni
8a0581af7e
Do not create ShaderCompiler worker threads when only compiling a single shader variation.
2012-06-25 08:43:17 +00:00
Lasse Öörni
d37bbe8788
Removed erroneous comment.
2012-06-25 07:24:49 +00:00
Lasse Öörni
5e986ed86d
Cleaner way of handling GPU object restore on maximize.
2012-06-25 07:20:06 +00:00
Lasse Öörni
bcf44dd158
Log message when device lost.
2012-06-24 23:32:19 +00:00
Lasse Öörni
bdc150a645
More "success" returns.
2012-06-24 23:24:34 +00:00
Lasse Öörni
6768a1ec51
For consistency with OpenGL mode, return "success" when setting vertex/index buffer data when device is lost.
2012-06-24 23:20:16 +00:00
Lasse Öörni
1603349120
Check for device/context loss instead of window minimization for when not to render. Apply pending GPU resource updates on iOS after app has been restored.
2012-06-24 22:44:01 +00:00
Lasse Öörni
d1530432fd
Return "success" if attempting to load texture while device is lost. This is so that the texture is not deleted from the resource system due to initial failure.
2012-06-24 22:34:32 +00:00
Lasse Öörni
3cc1681733
Fixed incorrect logic.
2012-06-24 21:37:12 +00:00
Lasse Öörni
4bf0bd7f3f
Update buffering for Direct3D9 GPU objects.
2012-06-24 21:06:24 +00:00
Lasse Öörni
7a68764bae
Recompile HLSL shaders if the description XML is newer than shader binaries or source code.
2012-06-24 19:39:51 +00:00
Lasse Öörni
517030a2be
Started work on buffering GPU resource updates while device lost.
2012-06-24 18:35:45 +00:00
Lasse Öörni
ea2a7c4c42
Fixed shader variation names on OpenGL.
2012-06-24 00:27:43 +00:00
Lasse Öörni
5507b006be
Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders.
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Changed ShaderCompiler command line options.
Changed FileSystem::SystemRun() to use CreateProcess() and to hide the window of the spawned program.
Removed GLShaderProcessor.
2012-06-24 00:11:43 +00:00
Lasse Öörni
fcbd3b493d
Moved the data lost flag to GPUObject.
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Do not poll for window minimization, instead process as an immediate event.
2012-06-20 22:05:28 +00:00
Lasse Öörni
2de9b0a6bd
Send event when window minimized status changes.
2012-06-20 16:27:22 +00:00
Lasse Öörni
2b5e656d79
Documentation update.
2012-06-19 20:30:11 +00:00
Lasse Öörni
5404482ce7
Fixed PVRTC support.
2012-06-19 20:24:57 +00:00
Lasse Öörni
729df6e65b
Started work on PVRTC texture format support.
2012-06-17 18:38:23 +00:00
Lasse Öörni
dd708d6e69
Fixed iOS build.
2012-06-17 11:38:28 +00:00
Lasse Öörni
d7d599be7b
Added loading of ETC1 compressed textures on mobile devices. These need to be stored inside .ktx files.
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Removed unneeded texture.
2012-06-16 23:59:54 +00:00
Lasse Öörni
178b6e351e
Added documentation on the application activation state and mobile devices.
2012-06-16 11:02:27 +00:00
Lasse Öörni
ba7049bb30
Use empty default name for cloned material in the script API.
2012-06-14 21:16:26 +00:00
Lasse Öörni
4f5b35aa52
Applied SDL patch for memory leak when setting window title on Android.
2012-06-12 19:28:23 +00:00
Lasse Öörni
eca32fa03a
Applied case-sensitivity fix.
2012-06-12 09:08:41 +00:00
Lasse Öörni
a2ee32c88f
Improved front-to-back batch sorting: consider both state & distance.
2012-06-12 06:01:24 +00:00
Lasse Öörni
65d8671c88
Use rsync instead of ditto to be able to exclude .svn directories when copying resources. Do not automatically pump events when swapping GL buffers on iOS.
2012-06-11 21:35:04 +00:00
Lasse Öörni
0234bbfc6a
Use 24-bit depth buffer on Android if available.
2012-06-11 19:45:26 +00:00
Lasse Öörni
9c9c2bf15f
Use ditto instead of pbxcp.
2012-06-11 18:58:21 +00:00
Lasse Öörni
5798911830
Default to pauseMinimized mode & lower default maximum FPS on mobile devices.
2012-06-11 07:01:26 +00:00