Timeline
Apr 26, 2020:
- 9:50 PM Changeset in opengl-game [4a9416a]feature/imgui-sdl by
- Create a pipeline and shaders to render explosions
- 6:08 PM Changeset in opengl-game [52a02e6]feature/imgui-sdl by
- Add a primitive topology parameter to the GraphicsPipeline_Vulkan …
Apr 22, 2020:
- 12:58 AM Changeset in opengl-game [845a2cb]points-test by
- test point size
Apr 19, 2020:
- 3:41 PM Changeset in opengl-game [73a10ca]feature/imgui-sdlpoints-test by
- Update OpenGLRef to more accurately reflect which code has been ported …
- 4:06 AM Changeset in opengl-game [7297892]feature/imgui-sdlpoints-test by
- Make lasers deal damage to asteroids and eventually destroy them
- 3:39 AM Changeset in opengl-game [3950236]feature/imgui-sdlpoints-test by
- Make a laser stop when it hits an asteroid
- 3:06 AM Changeset in opengl-game [1f81ecc]feature/imgui-sdlpoints-test by
- Add the ability for the ship to fire a laser from either of its wings
- 2:35 AM Changeset in opengl-game [237cbec]feature/imgui-sdlpoints-test by
- Create a pipeline and shaders to render multicolored lasers
- 2:13 AM Changeset in opengl-game [6104594]feature/imgui-sdlpoints-test by
- Make curTime a static global variable so it can be used by classes …
- 1:55 AM Changeset in opengl-game [5ba732a]feature/imgui-sdlpoints-test by
- Add a modified flag to SceneObject and, instead of copying an object's …
- 1:23 AM Changeset in opengl-game [4994692]feature/imgui-sdlpoints-test by
- Change VulkanGame::addObject() to return a reference to the …
Apr 17, 2020:
- 3:09 AM Changeset in opengl-game [6385d0f]feature/imgui-sdlpoints-test by
- Change all shaders to have 3-space indentation
- 3:03 AM Changeset in opengl-game [a52ba87]feature/imgui-sdlpoints-test by
- In GraphicsPipeline_Vulkan, change addStorageDescriptor() to take a …
- 2:54 AM Changeset in opengl-game [0ecab17]feature/imgui-sdlpoints-test by
- In GameGui_SDL, start setting a flag for key events to indicate …
- 2:48 AM Changeset in opengl-game [6d95ade]feature/imgui-sdlpoints-test by
- In OpenGLRef, stop passing position_eye from the laser vertex shader …
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