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kts 3c534a9b98 SDL2_image is now used. OMesh::loadObj now ensures that UVs and normals are created equal to the # of vertices - this is not exactly right, as it simply zeros values that don't exist, but it's better than nothing. Vertex indexing should be implemented using GL_DRAW_ELEMENTS, but for now we'll deal. Default cube now generates proper normals and uvs attached to triangular faces. GLSL vertex shaders now flip the outputted fragment UV (1.0 - uv.t). The Texture class has been created which is responsible for turning some image format data into an OpenGL texture. It handles things similarly to Mesh, in that it first loads the data then has to be 'built'. 2015-03-04 00:59:46 -08:00
build SDL2_image is now used. OMesh::loadObj now ensures that UVs and normals are created equal to the # of vertices - this is not exactly right, as it simply zeros values that don't exist, but it's better than nothing. Vertex indexing should be implemented using GL_DRAW_ELEMENTS, but for now we'll deal. Default cube now generates proper normals and uvs attached to triangular faces. GLSL vertex shaders now flip the outputted fragment UV (1.0 - uv.t). The Texture class has been created which is responsible for turning some image format data into an OpenGL texture. It handles things similarly to Mesh, in that it first loads the data then has to be 'built'. 2015-03-04 00:59:46 -08:00
data SDL2_image is now used. OMesh::loadObj now ensures that UVs and normals are created equal to the # of vertices - this is not exactly right, as it simply zeros values that don't exist, but it's better than nothing. Vertex indexing should be implemented using GL_DRAW_ELEMENTS, but for now we'll deal. Default cube now generates proper normals and uvs attached to triangular faces. GLSL vertex shaders now flip the outputted fragment UV (1.0 - uv.t). The Texture class has been created which is responsible for turning some image format data into an OpenGL texture. It handles things similarly to Mesh, in that it first loads the data then has to be 'built'. 2015-03-04 00:59:46 -08:00
src SDL2_image is now used. OMesh::loadObj now ensures that UVs and normals are created equal to the # of vertices - this is not exactly right, as it simply zeros values that don't exist, but it's better than nothing. Vertex indexing should be implemented using GL_DRAW_ELEMENTS, but for now we'll deal. Default cube now generates proper normals and uvs attached to triangular faces. GLSL vertex shaders now flip the outputted fragment UV (1.0 - uv.t). The Texture class has been created which is responsible for turning some image format data into an OpenGL texture. It handles things similarly to Mesh, in that it first loads the data then has to be 'built'. 2015-03-04 00:59:46 -08:00
.gitignore Added RenderCamera and RenderView class skeletons. Also added a common GL header file. 2015-02-09 18:29:12 -08:00
GUI Core now uses a state stack. States may be pushed on the stack with Core::pushState(State*) and popped off with Core::popState(). Pushing a state will trigger the old state's onCede(), push the state onto the stack, then call the new state's onInit(if DID_INIT is not set) then onRise(). Popping a state will trigger the top state's onCede and the previous state(if it exists)'s onRise. Core::doProcess now has a delta tickrate accumulator that ensures the world is processed at Core::tick_rate. Rendering is not capped to this tickrate, as doRender is called outside of the Event handling and state processing. Finally, functionality that was in Core for testing is now in TestState - it pushed onto the stack during Core::initSystem 2015-03-02 19:58:35 -08:00
LOGIC Updated ios and osx projects. Added some RenderCamera logic to RenderScene. Also added some basic code to main to test Render* functionality before the State machine is implemented. 2015-02-10 21:44:05 -08:00
NOTES Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming. 2015-02-04 15:26:15 -08:00
ORDER Core now uses a state stack. States may be pushed on the stack with Core::pushState(State*) and popped off with Core::popState(). Pushing a state will trigger the old state's onCede(), push the state onto the stack, then call the new state's onInit(if DID_INIT is not set) then onRise(). Popping a state will trigger the top state's onCede and the previous state(if it exists)'s onRise. Core::doProcess now has a delta tickrate accumulator that ensures the world is processed at Core::tick_rate. Rendering is not capped to this tickrate, as doRender is called outside of the Event handling and state processing. Finally, functionality that was in Core for testing is now in TestState - it pushed onto the stack during Core::initSystem 2015-03-02 19:58:35 -08:00
README Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming. 2015-02-04 15:26:15 -08:00
STATES Added State class and MenuState subclass. Notes added for GUI and STATES in root. iOS, OS X, android, and Linux build environments now use include directories for src/ and src/states. This is to prevent excessive clutter in the src/ directory - although some might say that point was passed long ago. 2015-03-02 01:18:01 -08:00
STEREOSCOPIC Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming. 2015-02-04 15:26:15 -08:00
TODO Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming. 2015-02-04 15:26:15 -08:00

README

This directory's organization is as follows:

  * src/ - contains source and include files
  * build/ - contains build scripts/environments for GNU Make, XCode OS X, Windows VS, XCode iOS and Android
  * assets/ - source versions of "data/"

After creating a build, you may have a "release" or "debug" directory in the root:

  * OSX/iOS/Android application bundle
  * Linux/Windows executable, data directory, and libraries