Luke Benstead
8b834ac3f1
Avoid an additional copy of every vertex. Fixes #22
2018-08-21 09:37:19 +01:00
Luke Benstead
ba66608a96
Add a basic profiler and optimise some code
2018-08-16 17:51:15 +01:00
Luke Benstead
2067115385
Handle multiple triangle strips with single-vertices behind the plane
2018-07-10 20:27:15 +01:00
Luke Benstead
ae335eeff1
Large refactor of vertex submission
...
This should be much faster as matrix loading is now minimized. Also splits transform from perspective divisionn
to lay the groundwork for near-z clipping. This also fixes GL_POLYGON submission.
Lighting can be made faster, this doesn't change the lighting algorithm, but the matrix changes should speed things up.
2018-07-09 08:57:01 +01:00
Luke Benstead
f9809ec2b7
Make the containers C++ compatible
2018-05-28 08:52:44 +01:00
Luke Benstead
fef6387120
Move the initial capacity definition to the header file
2018-05-28 07:16:50 +01:00
Luke Benstead
c363a37e30
Fix the containers to compile on C89 and C99
2018-05-26 19:17:42 +01:00
Luke Benstead
2f014f55b6
Fix compiling on OSX
2018-05-25 21:08:39 +01:00
Luke Benstead
f9cdefcd81
Replace the entire matrix stack handling to work towards fixing lighting
2018-05-16 21:00:41 +01:00
Luke Benstead
4218111ab8
Make things C89 friendly
2018-05-14 17:10:53 +01:00
Luke Benstead
62e001c288
Reimplement or refactor Texturing, State, and Drawing
...
Things working:
- glDrawArrays / glDrawElements et al.
- Texturing
- Blending
Things missing:
- Lighting
- Multitexturing
- Near Z-clipping
- Framebuffer extension
- Immediate mode
2018-05-11 15:39:28 +01:00
Luke Benstead
1356ae352c
Begin experimental new renderig code
2018-05-05 20:38:55 +01:00
Luke Benstead
493c078b19
Replace the texture linked list with a new NamedArray container type
2018-05-02 09:31:24 +01:00