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kts b8ac063da1 Updated Linux makefile. Added stdlib.h to Asset.cpp for free() 2015-02-27 19:56:32 -08:00
build Updated Linux makefile. Added stdlib.h to Asset.cpp for free() 2015-02-27 19:56:32 -08:00
data Added cube model for testing. Shader textures now start at index 0 rather than 1. Things work on iOS now. closeSystem deletes gl context and destroys window - needs to free textures, etc. still. Added testing finger and mouse motion control. Meshes now generate uv buffer object and normals buffer object. RenderCamera now supports rendering in orthogonal as well as perspective. Orthogonal rendering relies on 'size' float, which indicates the vertical 3D units shown on screen. This is, for RtB, equal to 1 meter. Perspective rendering uses fov_angle, which is the vertical field of view angle. This is, default, pi / 4. Screen resizing now works fine on Android - recreated buffer used non gles type. RenderView now uses nearest mag/min filters rather than linear. Added handleAppEvents which is intended to deal with state changes on mobile devices, such as app minimizing. At the moment, core.closeSystem is called when RtB enters the background. 2015-02-25 04:05:59 -08:00
src Added basic AssetManager class skeleton. This will be the governing class for the loading of files and ensuring data remains the same between clients via checksum comparisons. 2015-02-27 19:49:24 -08:00
.gitignore Added RenderCamera and RenderView class skeletons. Also added a common GL header file. 2015-02-09 18:29:12 -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
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
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