Kajetan Johannes Hammerle e9ab0262bd shader tests, chunk / world rendering tests 6 anni fa
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Clock.cpp f987f6025d refactoring (static -> class, camera -> shader), engines loads after GL init, model matrix 6 anni fa
Clock.h f987f6025d refactoring (static -> class, camera -> shader), engines loads after GL init, model matrix 6 anni fa
DirectRenderer.cpp 0e6fc2de1c refactoring 6 anni fa
DirectRenderer.h f987f6025d refactoring (static -> class, camera -> shader), engines loads after GL init, model matrix 6 anni fa
KeyManager.cpp f987f6025d refactoring (static -> class, camera -> shader), engines loads after GL init, model matrix 6 anni fa
KeyManager.h f987f6025d refactoring (static -> class, camera -> shader), engines loads after GL init, model matrix 6 anni fa
Mesh.cpp e9ab0262bd shader tests, chunk / world rendering tests 6 anni fa
Mesh.h e9ab0262bd shader tests, chunk / world rendering tests 6 anni fa
MouseManager.cpp f987f6025d refactoring (static -> class, camera -> shader), engines loads after GL init, model matrix 6 anni fa
MouseManager.h f987f6025d refactoring (static -> class, camera -> shader), engines loads after GL init, model matrix 6 anni fa
Shader.cpp 1adc6a5773 post effects by drawing into framebuffer (blending does not work yet), 6 anni fa
Shader.h 1adc6a5773 post effects by drawing into framebuffer (blending does not work yet), 6 anni fa
Texture.cpp 0e6fc2de1c refactoring 6 anni fa
Texture.h f987f6025d refactoring (static -> class, camera -> shader), engines loads after GL init, model matrix 6 anni fa
Utils.cpp f987f6025d refactoring (static -> class, camera -> shader), engines loads after GL init, model matrix 6 anni fa
Utils.h 2f3f409bf0 refactoring, tps and fps clock 6 anni fa
Wrapper.cpp e9ab0262bd shader tests, chunk / world rendering tests 6 anni fa
Wrapper.h e9ab0262bd shader tests, chunk / world rendering tests 6 anni fa