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* let the renderer print the profiling results.rodri2024-09-071-6/+2
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* use the new shader interface.rodri2024-09-011-5/+5
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* use the new raster interface.rodri2024-08-291-1/+1
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* remove duplicate min and max functions.rodri2024-08-271-20/+8
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* solar: show an info box when clicking on a planet.rodri2024-08-261-2/+118
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* solar: improve planet selection.rodri2024-08-251-12/+99
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* solar: use lineXsphere from libgeometry.rodri2024-08-191-39/+2
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* use the new readobjmodel function.rodri2024-08-071-6/+1
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* improve redraw responsiveness.rodri2024-07-201-1/+3
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* fixes.rodri2024-07-141-2/+6
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* use the new camera interface. solar got faster with backface culling.rodri2024-07-131-43/+40
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* get rid of redundant draw lock and adapt to libgraphics changes.rodri2024-07-131-27/+14
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* adapt to recent changes in libgraphics.rodri2024-07-091-2/+2
| | | | | | | also set the normals correctly in the phong shader after mapping from tangent space. that way we can see the actual normals being used in the normals framebuffer.
* use the new modulapt3 functions. don't clamp in the shaders.rodri2024-06-131-13/+3
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* add skyboxes based on cubemaps.rodri2024-06-061-3/+15
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* get rid of rendering latency by decoupling it from i/o.rodri2024-05-231-17/+37
| | | | | | | | | | | i was using a single alternator to mux both i/o and drawing in a single proc, and avoid locking. the problem is that it causes a fight to break up every time there's any input (steady 100Hz) or a lot of drawing requests from the renderer (up to 60Hz.) i added a drawproc to handle exclusively drawing requests, and a drawing lock for UI widgets that kidnap the display.
* solar: add planet selection.rodri2024-05-201-12/+88
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* use real lengths in solar. bring a qball for vis.rodri2024-05-141-32/+61
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* solar: add a button to select the ephemeris date.rodri2024-05-131-25/+64
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* began work on a solar system planetarium.rodri2024-05-121-0/+685