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C. J. Howard f1d46e10da Revise resource management and resource loading. RAII-ify entire codebase. Improve materials and shaders. Optimize and improve all render passes. Make material pass use shader templates to support arbitrary numbers of lights. Add fnv1a data types 2 years ago
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ambient-light.hpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
billboard.cpp Revise resource management and resource loading. RAII-ify entire codebase. Improve materials and shaders. Optimize and improve all render passes. Make material pass use shader templates to support arbitrary numbers of lights. Add fnv1a data types 2 years ago
billboard.hpp Revise resource management and resource loading. RAII-ify entire codebase. Improve materials and shaders. Optimize and improve all render passes. Make material pass use shader templates to support arbitrary numbers of lights. Add fnv1a data types 2 years ago
camera.cpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
camera.hpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
collection.cpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
collection.hpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
directional-light.cpp Revise resource management and resource loading. RAII-ify entire codebase. Improve materials and shaders. Optimize and improve all render passes. Make material pass use shader templates to support arbitrary numbers of lights. Add fnv1a data types 2 years ago
directional-light.hpp Revise resource management and resource loading. RAII-ify entire codebase. Improve materials and shaders. Optimize and improve all render passes. Make material pass use shader templates to support arbitrary numbers of lights. Add fnv1a data types 2 years ago
light.cpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
light.hpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
lod-group.cpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
lod-group.hpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
model-instance.cpp Revise resource management and resource loading. RAII-ify entire codebase. Improve materials and shaders. Optimize and improve all render passes. Make material pass use shader templates to support arbitrary numbers of lights. Add fnv1a data types 2 years ago
model-instance.hpp Revise resource management and resource loading. RAII-ify entire codebase. Improve materials and shaders. Optimize and improve all render passes. Make material pass use shader templates to support arbitrary numbers of lights. Add fnv1a data types 2 years ago
object.cpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
object.hpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
point-light.cpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
point-light.hpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
scene.hpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
spot-light.cpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
spot-light.hpp Split game and engine code into two separate parent directories. Fix bloom pass initialization bug 2 years ago
text.cpp Revise resource management and resource loading. RAII-ify entire codebase. Improve materials and shaders. Optimize and improve all render passes. Make material pass use shader templates to support arbitrary numbers of lights. Add fnv1a data types 2 years ago
text.hpp Revise resource management and resource loading. RAII-ify entire codebase. Improve materials and shaders. Optimize and improve all render passes. Make material pass use shader templates to support arbitrary numbers of lights. Add fnv1a data types 2 years ago