1
I Use This!
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Commits : Listings

Analyzed about 9 hours ago. based on code collected about 15 hours ago.
Apr 23, 2023 — Apr 23, 2024
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
Release version 1.0.0 [ci skip] More... about 9 years ago
Update README.md More... about 9 years ago
Update readme and project files More... about 9 years ago
Add Gradle build support so Maven doesn't get lonely More... about 9 years ago
Update .travis.yml More... about 9 years ago
Setup for deployment and minor cleanup More... about 9 years ago
Don't reallocate textures when possible More... about 9 years ago
Improve handling of indices in vertex arrays More... about 9 years ago
Add window resizing More... about 9 years ago
Add script for bumping version for releases More... about 9 years ago
Update project build files and readme More... about 9 years ago
Update license headers, project is now straight MIT More... about 9 years ago
Change namespace to com.flowpowered.caustic More... over 9 years ago
Use wildcards for model collection generic type in Pipeline More... over 9 years ago
Use the maximum uniform length for the buffer size More... almost 10 years ago
Better way of getting the string from the buffer More... almost 10 years ago
Reuse buffers when getting the uniform names in GL20Program More... almost 10 years ago
Start working on software textures More... almost 10 years ago
Worst case for triangle clipping is 7 vertices, not 6 More... almost 10 years ago
Only do bounds check in the renderer when debug is enabled More... almost 10 years ago
Add depth clamping to triangles More... almost 10 years ago
Do depth testing before fragment shading More... almost 10 years ago
Fix triangle orders and interpolate attributes during clipping More... almost 10 years ago
Perform triangle clipping More... almost 10 years ago
Clamp the normalized components in SoftwareUtil More... almost 10 years ago
Do back face culling More... almost 10 years ago
Start drawing triangle More... almost 10 years ago
Remove shading More... almost 10 years ago
Use generics for UniformHolder#get(String) More... almost 10 years ago
Increase the float epsilon in getCommonEdge More... almost 10 years ago