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2012-06-22Make sure that the distance is positiveEhsan Akhgari
2012-06-22Use component extractorsEhsan Akhgari
2012-06-22Don't hardcode the density into the fragment shader for fogsEhsan Akhgari
Instead, read it in as a uniform, so that the same shader can be reused with different density values.
2012-06-21Merge pull request #487 from ehsan/fogAlon Zakai
Fog support for immediate mode
2012-06-21indentation fixesAlon Zakai
2012-06-21Merge pull request #483 from caiiiycuk/emscripten_fs_apiAlon Zakai
Emscripten filesystem api
2012-06-21quoting for closureAlon Zakai
2012-06-21Avoid creating garbage by allocating stringsEhsan Akhgari
2012-06-21Compute the fog in the fragment shaderEhsan Akhgari
This makes the fog a bit more precise, and matches how native OpenGL calculates the fog value. But it also means that it would be a bit more expensive to calculate because it is calculated once per pixel.
2012-06-21Take the fog into account when caching renderersEhsan Akhgari
2012-06-21call Module.onFullScreen when going to full screen (allows the app to do ↵Alon Zakai
custom behavior like adjusting resolution
2012-06-21Implement GL_LINEAR fog modeEhsan Akhgari
2012-06-21Implement GL_EXP2 fog modeEhsan Akhgari
2012-06-21Add support for fog densityEhsan Akhgari
2012-06-21Add support for glIsEnabled(GL_FOG)Ehsan Akhgari
2012-06-21Compute the color involving the shader first and then apply the fogEhsan Akhgari
2012-06-21Use only the z component of the distance vectorEhsan Akhgari
The length of the vector should give us more precise fogs, but ancient OpenGL only uses the z component, so that's what we need to use here as well.
2012-06-21Remove two unused variablesEhsan Akhgari
2012-06-21Fix a number of typosEhsan Akhgari
2012-06-21Implementation for emscripten_async_wgetAleksander Guryanov
2012-06-20Initial immediate mode fog supportEhsan Akhgari
2012-06-20Respect GL_FOG in glEnable/glDisableEhsan Akhgari
2012-06-20Fix a typoEhsan Akhgari
2012-06-20Stub out the other fog functionsEhsan Akhgari
2012-06-19Check for supported capabilities explicitlyEhsan Akhgari
This prevents a bunch of warning messages for things which we don't support.
2012-06-18write preparing, not downloading when preparing downloaded dataAlon Zakai
2012-06-17define preRun and postRun in browser htmlAlon Zakai
2012-06-17allow multiple preRun/postRunAlon Zakai
2012-06-17Merge pull request #474 from ehsan/mouselockmovementAlon Zakai
Fix the mouse coordinates in pointer lock mode
2012-06-16refactor SDL audio a little and add support for music volume adjustmentAlon Zakai
2012-06-16only warn on lack of texture compression, some parts of levels might still workAlon Zakai
2012-06-16GL_QUAD non-0 start rendering fixAlon Zakai
2012-06-15gl todoAlon Zakai
2012-06-15handle -1 arguments to Mix_VolumeAlon Zakai
2012-06-15SDL_StartTextInput stubAlon Zakai
2012-06-15SDL_GetVideoSurfaceAlon Zakai
2012-06-14silly fix for gl_ModelViewMatrixTranspose[2]Alon Zakai
2012-06-14basic fog supportAlon Zakai
2012-06-14Fix the mouse coordinates in pointer lock modeEhsan Akhgari
This patch enables us to trust the mouse movement information that the browser provides when the pointer lock is active. It should help with the mouse movement detection for games in full-screen mode, if they use the SDL xrel/yrel information.
2012-06-14some fog workAlon Zakai
2012-06-14ignore phi assigns of undefAlon Zakai
2012-06-14ignore GL_TEXTURE_COMPRESSION_HINTAlon Zakai
2012-06-14init texture compression earlyAlon Zakai
2012-06-13support NULL rect in SDL_FillRectAlon Zakai
2012-06-13s3tc compression supportAlon Zakai
2012-06-13Merge pull request #466 from caiiiycuk/SDL_HWPALETTEAlon Zakai
Implementation of SDL_Surface with SDL_HWPALETTE flag (8bpp surface)
2012-06-13Implementation of SDL_HWPALETTEAleksander Guryanov
Little bit refactoring for copyIndexedColorData now it can accept dirty rect
2012-06-12Merge pull request #471 from ehsan/gl_identity_matrixAlon Zakai
Gl identity matrix
2012-06-12emscripten_randomAlon Zakai
2012-06-12Initialize the projection and modelview matrices to identityEhsan Akhgari
This is required by the spec. Without this change, the testcase in this patch merely renders the background, and the box in the upper right corner will not get rendered at all.