72ee3fbfde
include/Spectre/Math/Vector2.inl: fixing some scalar functions that did not have the correct function definition.
2018-02-27 21:14:54 +01:00
e0f9ffc75f
GraphicsOpenGL.cpp: in init() call swapBuffers() to fill the screen with black as early as possible (right now there are some issue with WinAPI that displays a white rectangle).
2017-02-28 14:33:06 +01:00
ab9a7e576c
BatchRenderer2D.cpp: use ICamera::getProjectionViewMatrix()
2016-06-27 15:50:36 +02:00
8686151215
ICamera: Adding getProjectionViewMatrix()
2016-06-27 15:48:47 +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
8ce53c41cb
Renderable2D: Adding Z order variable.
2016-06-26 17:15:49 +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
b2dbee33fb
Font: moving text size from font to Text object.
2016-05-05 11:04:54 +02:00
c74dda1200
include/Spectre/Graphics/Font.h: move texture variable into it's own struct.
...
When implementing rendering of glyphs with different properties: size, stroke width, bold etc.
We will need to store them in different textures.
2016-04-23 18:36:39 +02:00
1e5d448fa1
source/Graphics/Font/FreeTypeDriver.cpp: Take outlineSize into account when setting advance.
2016-04-17 22:48:45 +02:00
6306c1e647
source/Graphics/Font/FontDriver.h: Add support for outlines.
2016-04-17 22:18:24 +02:00
308e0dff6b
Graphics/Text.h: Adding outline width/color.
2016-03-29 07:31:52 +02:00
1423a161a4
source/Graphics/Font.cpp: resizeTexture() take pixelformat from current texture.
2016-03-28 17:23:20 +02:00
0a2012b611
Adding more fonts.
2016-03-08 19:08:26 +01:00
1a39c4bede
source/Graphics/Texture.cpp: cleaning up pixel store/format code abit.
2016-03-08 19:02:07 +01:00
151baaa8ff
Freetype: use actual metrics instead of bitmap data. also skip empty glyphs (whitespace chars/missing glyphs etc).
2016-03-08 15:14:54 +01:00
07417491cb
Adding example code and project files.
2016-03-01 09:52:29 +01:00
008cb6d33f
source/Graphics/Text.cpp: include Vector4.h
2016-02-17 13:28:32 +01:00
2da2601149
GLContext: Remove bpp parameter from create()
...
Hardcode to 32 bits for now.
2016-02-17 13:28:32 +01:00
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