Mercurial > touhou
graph
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Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.Thu, 14 Feb 2013 20:07:23 +0100, by Emmanuel Gil Peyrot
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Add support for MoF’s hint format.Tue, 12 Feb 2013 19:27:10 +0100, by Emmanuel Gil Peyrot
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Make the background use a single vbo and offsets, just like the 2D code.Tue, 12 Feb 2013 19:19:31 +0100, by Emmanuel Gil Peyrot
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Move the background rendering code to pytouhou.ui.renderer.Tue, 12 Feb 2013 18:20:49 +0100, by Emmanuel Gil Peyrot
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Don’t duplicate values in sprite rendering data.Wed, 06 Feb 2013 21:41:05 +0100, by Emmanuel Gil Peyrot
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Use Buffer Objects instead of host pointers.Wed, 06 Feb 2013 21:19:20 +0100, by Emmanuel Gil Peyrot
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Don’t change the vertex attributes for each texture.Wed, 06 Feb 2013 21:01:45 +0100, by Emmanuel Gil Peyrot
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Replace gl{Vertex,TexCoord,Color}Pointer with the more modern glVertexAttribPointer.Wed, 06 Feb 2013 20:57:16 +0100, by Emmanuel Gil Peyrot
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Implement THTX, uncompressed textures stored inside ANM files, and use it instead of pyglet’s own wrapper.Wed, 06 Feb 2013 19:55:54 +0100, by Emmanuel Gil Peyrot
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When merging RGB and alpha data, get the C arrays only at the start of the loop.Mon, 07 Jan 2013 22:06:02 +0100, by Emmanuel Gil Peyrot
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Convert pytouhou.ui.gamerenderer back to pure python, it doesn’t use or need any cython feature.Mon, 07 Jan 2013 21:13:32 +0100, by Emmanuel Gil Peyrot
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Use only half-size hitboxes for player.Mon, 12 Nov 2012 18:34:24 +0100, by Emmanuel Gil Peyrot