Common update:
-added multiple new function to allocate template and add entity -updated README.md (complete initial version) -empty components now don't take memory -fixedd small bug with TestRunner -added many new tests (HashMap, Vector, EntityMeta, ...) -added default hashing function to HashMap -fixed critical bug with adding entities -fixed small bug with adding entity with remplacement components -added asserts into code to better bug detection -small performance improvement for events -added ComponentRef structure which contain data pointer and componentID -remove EntityID from Event structure -now events are handled before removing entiteis -fixed GDC compilation -fixed rendering of rotated sprites -added weapons as separate entities to space ship and others -added Tower enemy to SpaceInvaders demo -added Boss to SpaceInvaders demo (boss has four tower attached to it) -Boss towers shoot multiple bullets upon death -fixed critical bug with demos switching -fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback -added animation support -added particles sypport and particles for firing and explostions, and more -multithreaded rendering now has same rendering order as singlethreaded -application automaticallu detect host CPU threads count -added upgrades to SPaceInvaders demo -fixed texture memory freeing -improved documentation -improved multithreaded performance -improve shader code -fixed registration issue -some additional performance improvements -added depth and colors to rendering parameters -jobs now has names corresponding to their systems -change execute() -> willExecute() -added EntityMeta structure to speedup getting fetching components form entity -improved multithreading rendering -added possibility tio change number of threads runtime -added bullets collision detection in SpaceInvaders demo -some CI changes -added VBO batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build -added many new sprites to atlas -fixed critical bug with CPU usage in multithreaded mode -snake render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d -more minor code changes and cleanup
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62 changed files with 5918 additions and 1673 deletions
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@ -2,7 +2,7 @@ module ecs_utils.gfx.texture;
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import bindbc.sdl;
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import ecs.std;
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import bubel.ecs.std;
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import ecs_utils.math.vector;
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@ -54,6 +54,8 @@ struct Texture
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data.data = Mallocator.makeArray!ubyte(surf.w*surf.h*surf.format.BytesPerPixel);
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data.data[0..$] = (cast(ubyte*)surf.pixels)[0..data.data.length];
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SDL_FreeSurface(surf);
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glGenTextures(1, &data.gl_handle);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,data.gl_handle);
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@ -78,11 +80,12 @@ struct Texture
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glBindTexture(GL_TEXTURE_2D, data.gl_handle);
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}
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void destory()
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void destory() @nogc nothrow
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{
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if(data)
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{
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glDeleteTextures(1, &data.gl_handle);
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if(data.data)Mallocator.dispose(data.data);
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Mallocator.dispose(data);
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data = null;
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}
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