1
0
Fork 0
Commit graph

10 commits

Author SHA1 Message Date
3b27db9435
include/Spectre/System/Log.h: implement a static "Log" class instead of just a function. 2019-11-10 14:56:56 +01:00
e10daeaaa6
Move everything from global namespace to "sp" namespace
When writing the X11 (linux) implementation there was a problem with X11 defining a "Display" type and we also have a Display class in the engine.

So to fix that problem and minimize the risk for running into other name conflicts. We move everything from global namespace.
2019-09-30 19:10:17 +02:00
ebd598b2b0 Fixing a bunch of compiler warnings. 2018-05-12 19:31:34 +02:00
93f869acc6 BatchRenderer2D: OpenGL Core profile requires the use of VAO, so implement that. 2018-02-28 00:42:09 +01:00
ab9a7e576c BatchRenderer2D.cpp: use ICamera::getProjectionViewMatrix() 2016-06-27 15:50:36 +02:00
6db9d81f45 BatchRenderer2D.cpp: Remove unnused variable. 2016-06-27 15:48:09 +02:00
5a48f0d8ca source/Graphics/BatchRenderer2D.cpp: Sort by Z-order. 2016-06-26 17:16:04 +02:00
84ffd0189e Renderer2D: reverse the relationship between Renderer2D and Renderable.
Pass Renderer2D to Renderable and have each subclass of Renderable decide what the Renderer should do (like drawText(), drawRect() etc).

This makes the Renderable more flexible. right now, each renderable has a texture, vertices and indices. but what if some renderables does not use textures? or more than one? What if some renderables are just a group of other renderables? (Scene Graph's).

If we instead just make Renderables implement render(Renderer2D& r) interface. we can make each renderable pass the data it holds to the renderer without a hard defined interface.
2016-06-18 13:26:08 +02:00
8675018522 Graphics: Change Vertex color to 4 components. 2016-02-02 00:09:29 +01:00
edfc5298e1 Initial commit 2016-01-10 09:26:43 +01:00