7bf8617267
include/Spectre/Math/Matrix3.h: minor comment fix.
2019-04-29 08:54:40 +02:00
84d773dc0d
Math/Matrix3: remove Zero static variable (default constructor creates a zero matrix).
2019-04-29 08:54:15 +02:00
4e29b3ea2c
include/Spectre/Math/Matrix4.inl: make sure the default constructor creates a zero matrix.
2019-04-29 08:48:40 +02:00
f1c68cb0b4
remove GLEW headers.
2018-05-14 16:28:06 +02:00
45a3362d99
include/Spectre/Graphics/OpenGL.h: include GLAD instead of glew.
2018-05-14 16:27:55 +02:00
e2195c1d49
Adding GLAD files.
2018-05-14 12:01:33 +02:00
17e580dfa2
include/Spectre/Graphics/Vertex2D.h: minor fix.
2018-05-12 19:22:01 +02:00
a0949b981f
include/Spectre/Graphics.h: Adding getVersion()
2018-02-28 11:21:59 +01:00
93f869acc6
BatchRenderer2D: OpenGL Core profile requires the use of VAO, so implement that.
2018-02-28 00:42:09 +01:00
e57f099a3c
include/Spectre/Math/Vector2.inl: fixing stupid error in one of the scalar compare functions (forgot to use the vector object)
2018-02-27 21:18:16 +01:00
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
8686151215
ICamera: Adding getProjectionViewMatrix()
2016-06-27 15:48:47 +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
308e0dff6b
Graphics/Text.h: Adding outline width/color.
2016-03-29 07:31:52 +02:00
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