CI and common update:
-added webpage deploymnet stage -added separate build stage which build all binaries and generate documentation -added Emscripten build stage for merge to master only -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
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29 changed files with 1167 additions and 322 deletions
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@ -34,7 +34,7 @@ package struct EventManager
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EventData* data = &events[Ev.event_id];
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EventBlock* block = data.blocks[block_id];
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//EntityManager.EventInfo* info = &gEM.events[Ev.event_id];
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//EntityManager.EventInfo* info = &manager.events[Ev.event_id];
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event.entity_id = id;
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if(block is null)
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@ -119,15 +119,15 @@ package struct EventManager
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void allocateData(uint threads_count) nothrow @nogc
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{
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disposeData();
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events = Mallocator.makeArray!EventData(gEM.events.length);
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events = Mallocator.makeArray!EventData(manager.events.length);
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foreach(i,ref event;events)
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{
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event.blocks = Mallocator.makeArray!(EventBlock*)(threads_count*2);
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event.first_blocks = Mallocator.makeArray!(EventBlock*)(threads_count*2);
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event.data_offset = EventBlock.sizeof;//gEM.events[i].
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gEM.alignNum(event.data_offset, gEM.events[i].alignment);
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event.data_offset = EventBlock.sizeof;//manager.events[i].
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manager.alignNum(event.data_offset, manager.events[i].alignment);
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event.max_events = cast(ushort)((events_block_size - event.data_offset) / gEM.events[i].size);
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event.max_events = cast(ushort)((events_block_size - event.data_offset) / manager.events[i].size);
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}
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}
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