hedgewars/uRender.pas
2013-11-01 unc0rr - Bring back white dot in the center of crosshair. Crosshair is blurred now!
2013-10-19 nemo differentiate borders a bit
2013-06-18 unc0rr engine links webgl
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-04-02 koda update webgl branch webgl
2013-03-03 Urbertar Fix DrawLine bug
2013-02-25 nemo Messing around w/ Freezer icegun
2012-12-25 koda update branch with default webgl
2012-11-30 Joe Doyle (Ginto8) Move global variables to units that use them
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-07-10 Wolfgang Steffens Debug commit
2012-07-10 Wolfgang Steffens Added auto cropping to atlasing
2012-06-05 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
2012-05-28 Wolfgang Steffens moved generic matrix code to uMatrix.pas
2012-05-22 Wolfgang Steffens Replaced matrix related FFP code with explicit matrix calculations.
2012-05-14 Wolfgang Steffens Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
2012-05-12 unc0rr pas2c stuff again
2012-05-05 koda old typed const moved to their proper unit
2012-05-02 koda rename a few Draw* routines
2012-05-02 koda marked a couple of functions as inline
2012-05-02 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-02-18 Xeli fixed the active region on widgets when they are animated, added active.x:= in uWorld too
2012-02-17 koda the most important commit of the year
2012-02-17 koda refactored a few types involved in the touch interface and corrected a few invisible mistakes
2012-02-16 Xeli wops, added an extra USE_TOUCH_INTERFACE
2012-02-16 Xeli added translate/fade animations for OnScreenWidgets
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-11-17 koda yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
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