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* graphics: path: Include blend module.David Thompson2021-03-131-0/+1
| | | | | Without it, setting the blend mode fails unless the module has been included by something else.
* doc: Fix particles example.David Thompson2021-03-051-2/+2
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* doc: Fix reference to run-game*.David Thompson2021-03-051-1/+1
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* doc: Add a bit of explanation for #:window-resizable? arg in run-game.David Thompson2021-03-051-1/+2
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* Add support for window resizing.David Thompson2021-03-052-12/+23
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* utils: Handle negative increment in for-range.David Thompson2021-03-051-2/+3
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* graphics: framebuffer: Refactor make-framebuffer.David Thompson2021-03-051-52/+51
| | | | Removes unnecessary let-over-lambda.
* Compile buffer module before shader module.David Thompson2021-03-051-1/+1
| | | | The shader module includes the buffer module.
* graphics: Improve error message when prematurely creating GPU objects.David Thompson2021-03-055-0/+10
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* Use new for-range macro wherever possible.David Thompson2021-03-058-194/+145
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* utils: Add for-range macro.David Thompson2021-03-052-2/+25
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* guix: Build against the latest release of Guile 3.David Thompson2021-01-301-1/+1
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* graphics: engine: Fix yet another finalizer issue.David Thompson2021-01-261-1/+1
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* graphics: engine: Attempt to fix finalizers again.David Thompson2021-01-261-7/+7
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* graphics: engine: Fix graphics-engine-reap!David Thompson2021-01-261-3/+4
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* graphics: engine: Remove unused fields.David Thompson2021-01-261-7/+2
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* graphics: Rewrite rendering engine.David Thompson2021-01-2631-1192/+1121
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* graphics: texture: Fix typo in docstring.David Thompson2021-01-201-1/+1
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* graphics: texture: Get rid of some magic numbers.David Thompson2021-01-201-5/+5
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* graphics: gpu: Move guardian to <gpu> structure.David Thompson2021-01-202-22/+20
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* graphics: texture: Default to nearest neighbor scaling in make-texture.David Thompson2020-12-161-2/+2
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* graphics: font: Fix artifacts when scaling fonts.David Thompson2020-12-161-2/+4
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* math: matrix: Add procedures to extract translation from 4x4 matrix.David Thompson2020-12-161-1/+13
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* math: matrix: Rename transform! to matrix4-transform!David Thompson2020-12-163-17/+17
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* doc: Fix explanation of time argument in run-game*.David Thompson2020-12-161-2/+2
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* game-loop: Sleep after rendering a frame, not after update.David Thompson2020-12-151-7/+7
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* Switch to high resolution timer.David Thompson2020-12-157-13/+13
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* guix: Update guile-sdl2 commit.David Thompson2020-12-151-2/+2
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* graphics: buffer: Remove unused buffer view procedures.David Thompson2020-12-091-103/+0
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* graphics: particles: Use dynamic geometry type.David Thompson2020-12-091-83/+49
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* graphics: sprite: Use dynamic geometry type.David Thompson2020-12-092-198/+86
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* graphics: path: Use dynamic geometry type.David Thompson2020-12-091-245/+122
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* graphics: buffer: Add dynamic geometry type.David Thompson2020-12-092-27/+432
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* doc: Reorganize graphics section.David Thompson2020-12-051-250/+250
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* doc: Fix typo in procedure name.David Thompson2020-12-051-1/+1
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* doc: Document 3x3 matrices.David Thompson2020-12-051-1/+83
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* doc: Move grid subsection to end of math section.David Thompson2020-12-051-107/+112
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* doc: Remove subsections for performance notes.David Thompson2020-12-051-2/+2
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* make: Include run-example script in release tarballs.David Thompson2020-12-051-0/+1
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* Update to new guile-sdl2 API.David Thompson2020-12-052-12/+12
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* Bump version to 0.6.0.v0.6.0David Thompson2020-11-191-1/+1
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* Update .dir-locals.el.David Thompson2020-11-191-8/+16
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* Makefile: Update publish target.David Thompson2020-11-191-1/+1
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* Revert "Do not auto-compile example files before running them."David Thompson2020-11-191-1/+1
| | | | | | | This reverts commit 0a13a8e9760091031986fe3a429645113dd038b1. This was causing examples to perform horribly due to the compiler not being active. The sprite batch example in particular took a huge hit.
* graphics: Add polygon and cull face modes to render context.David Thompson2020-11-196-13/+153
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* graphics: path: Allow model-view matrix to be applied to rendered path.David Thompson2020-11-191-8/+17
| | | | | | | | | Every other type of rendering operation supports this, so paths should be no different. This type of transformation, unlike a transformation applied at the canvas or painter level, can cause a non-smooth output the matrix scales the result since it's transforming the geometry as-is rather than building new geometry with all path points transformed.
* Update game controller database file.David Thompson2020-11-191-3/+17
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* graphics: path: Fix bad syntax in fragment shader in GLSL 1.2.David Thompson2020-11-191-2/+2
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* graphics: path: Fix bug where blend mode wasn't set during fills.David Thompson2020-11-191-0/+1
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* examples: grid: Update to use path module instead of deleted shapes module.David Thompson2020-11-191-31/+63
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