Source code checked in, #57a77652735d7784c6f511637889bf6117b29d1b
Implemented OpenGL 3.3
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Removed physics Physics actually do not provide any usefull functionality, may it becomes implemented later on
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Wrapped up the api calls
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Added create empty texture
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Added texture manipulation
View ArticleSource code checked in, #41722da29b8ccf51dc1e9c1af9e2f6af2bfae694
Added multi gamepad support
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Updated some test states
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Reworked the input engine
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Fixed a problem with copying input states
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Lock the dictionary if action is taken on it
View ArticleSource code checked in, #c86f92a17bbe2abab437a04641832eacec4f5390
Improved performence though lock & unlock
View ArticleSource code checked in, #26a3a40d3457efe47afda9c7ebb496397eb7b28d
Fixed external acccess for texture via spritesheet
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Added events for disposing and clearcolchanged
View ArticleSource code checked in, #da60bfa3b6ee039d87ee009b4a4ae3a31195bd6f
Catched disposing without active context
View ArticleSource code checked in, #15d273bf4443739403882dd35e33716336a8fd1f
Improved performance by 45% Api calls are costly so I tried to only call if neccessary. Also packed the opacity value to the dim uniform in order to reduce 1 api call
View ArticleSource code checked in, #94842fbbf3ae60bae5f8c3f6b23827f1bd35d2f2
Improved the input engine I implemented the input engine in a private way, so it is not extensible. If you wish to use another input device, you must update/poll it by yourself. Also spend alot time to...
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