Merge branch 'master' into SDL2

This commit is contained in:
Jérôme Leclercq
2020-05-27 11:11:21 +02:00
committed by GitHub
211 changed files with 7628 additions and 2883 deletions

View File

@@ -233,19 +233,19 @@ namespace Nz
break;
case ShaderAst::ExpressionType::Float1:
Append(String::Format("%F", node.values.vec1));
Append(String::Number(node.values.vec1));
break;
case ShaderAst::ExpressionType::Float2:
Append(String::Format("vec2(%F, %F)", node.values.vec2.x, node.values.vec2.y));
Append("vec2(" + String::Number(node.values.vec2.x) + ", " + String::Number(node.values.vec2.y) + ")");
break;
case ShaderAst::ExpressionType::Float3:
Append(String::Format("vec3(%F, %F, %F)", node.values.vec3.x, node.values.vec3.y, node.values.vec3.z));
Append("vec3(" + String::Number(node.values.vec3.x) + ", " + String::Number(node.values.vec3.y) + ", " + String::Number(node.values.vec3.z) + ")");
break;
case ShaderAst::ExpressionType::Float4:
Append(String::Format("vec4(%F, %F, %F, %F)", node.values.vec4.x, node.values.vec4.y, node.values.vec4.z, node.values.vec4.w));
Append("vec4(" + String::Number(node.values.vec4.x) + ", " + String::Number(node.values.vec4.y) + ", " + String::Number(node.values.vec4.z) + ", " + String::Number(node.values.vec4.z) + ")");
break;
default:

View File

@@ -54,12 +54,6 @@ namespace Nz
Create(type, format, width, height, depth, levelCount);
}
Texture::Texture(const Image* image)
{
ErrorFlags flags(ErrorFlag_ThrowException);
LoadFromImage(image);
}
Texture::~Texture()
{
OnTextureRelease(this);

View File

@@ -389,5 +389,5 @@ namespace Nz
UInt8 TextureSampler::s_defaultAnisotropyLevel = 1;
SamplerFilter TextureSampler::s_defaultFilterMode = SamplerFilter_Trilinear;
SamplerWrap TextureSampler::s_defaultWrapMode = SamplerWrap_Repeat;
SamplerWrap TextureSampler::s_defaultWrapMode = SamplerWrap_Clamp;
}

View File

@@ -67,17 +67,17 @@ namespace Nz
UINT numFormats;
int attributes[] = {
WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
WGL_COLOR_BITS_ARB, (parameters.bitsPerPixel == 32) ? 24 : parameters.bitsPerPixel,
WGL_ALPHA_BITS_ARB, (parameters.bitsPerPixel == 32) ? 8 : 0,
WGL_DEPTH_BITS_ARB, parameters.depthBits,
WGL_STENCIL_BITS_ARB, parameters.stencilBits,
WGL_DOUBLE_BUFFER_ARB, (parameters.doubleBuffered) ? GL_TRUE : GL_FALSE,
WGL_SAMPLE_BUFFERS_ARB, GL_TRUE,
WGL_SAMPLES_ARB, parameters.antialiasingLevel,
0, 0
WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
WGL_COLOR_BITS_ARB, (parameters.bitsPerPixel == 32) ? 24 : parameters.bitsPerPixel,
WGL_ALPHA_BITS_ARB, (parameters.bitsPerPixel == 32) ? 8 : 0,
WGL_DEPTH_BITS_ARB, parameters.depthBits,
WGL_STENCIL_BITS_ARB, parameters.stencilBits,
WGL_DOUBLE_BUFFER_ARB, (parameters.doubleBuffered) ? GL_TRUE : GL_FALSE,
WGL_SAMPLE_BUFFERS_ARB, GL_TRUE,
WGL_SAMPLES_ARB, parameters.antialiasingLevel,
0, 0
};
do