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assets
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Much added. Basic asset access functions using fopen() techniques. Currently the system attempts to load from the CWD on most platforms, but on Android it attempts to load from the assets archive. Once updated, it will likely attempt to load from at least 3 locations before falling back to the built-in application assets (external device, user directory, application data directory). Creation/Loading of RtB is now managed by a Core class. This class is, to some extent, a service locator combined with larger engine functionality. A global instance of the class is provided as 'core'. It is responsible for updating the yet-to-be-added States, the base rendering, and the management of assets and much more.
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2015-02-24 16:55:11 -08:00 |
jni
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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'.
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2015-03-04 00:59:46 -08:00 |
res
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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.
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2015-02-04 15:26:15 -08:00 |
src
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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'.
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2015-03-04 00:59:46 -08:00 |
.gitignore
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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.
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2015-02-04 15:26:15 -08:00 |
AndroidManifest.xml
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Much added. Basic asset access functions using fopen() techniques. Currently the system attempts to load from the CWD on most platforms, but on Android it attempts to load from the assets archive. Once updated, it will likely attempt to load from at least 3 locations before falling back to the built-in application assets (external device, user directory, application data directory). Creation/Loading of RtB is now managed by a Core class. This class is, to some extent, a service locator combined with larger engine functionality. A global instance of the class is provided as 'core'. It is responsible for updating the yet-to-be-added States, the base rendering, and the management of assets and much more.
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2015-02-24 16:55:11 -08:00 |
ant.properties
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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.
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2015-02-04 15:26:15 -08:00 |
build.properties
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Much added. Basic asset access functions using fopen() techniques. Currently the system attempts to load from the CWD on most platforms, but on Android it attempts to load from the assets archive. Once updated, it will likely attempt to load from at least 3 locations before falling back to the built-in application assets (external device, user directory, application data directory). Creation/Loading of RtB is now managed by a Core class. This class is, to some extent, a service locator combined with larger engine functionality. A global instance of the class is provided as 'core'. It is responsible for updating the yet-to-be-added States, the base rendering, and the management of assets and much more.
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2015-02-24 16:55:11 -08:00 |
build.xml
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Much added. Basic asset access functions using fopen() techniques. Currently the system attempts to load from the CWD on most platforms, but on Android it attempts to load from the assets archive. Once updated, it will likely attempt to load from at least 3 locations before falling back to the built-in application assets (external device, user directory, application data directory). Creation/Loading of RtB is now managed by a Core class. This class is, to some extent, a service locator combined with larger engine functionality. A global instance of the class is provided as 'core'. It is responsible for updating the yet-to-be-added States, the base rendering, and the management of assets and much more.
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2015-02-24 16:55:11 -08:00 |
default.properties
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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.
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2015-02-04 15:26:15 -08:00 |
proguard-project.txt
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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.
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2015-02-04 15:26:15 -08:00 |
project.properties
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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.
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2015-02-04 15:26:15 -08:00 |