added Quaternion::Inverse()
more NXNA_DISABLE_* config fixes
improved NXNA_DISABLE_* configuration
can load custom settings from NxnaCustomConfig.h on supported compilers
can disable most Game class related stuff
can disable most Content namespace members at compile-time
expanded NXNA_DISABLE_AUDIO
fixed bug with mipmapping
added NXNA_DISABLE_AUDIO option
added VS2017 projects
minor fixes
Don't crash if there's no song
Removed SDL 1.3
fixed warning
IOSMediaPlayer::Play() handles null argument wi...
fixed sample compilation problems
fixed compiler error in iOS version
Removed ogg framework
removed dependency on libogg and libvorbis, usi...
default to desktop dimensions if size isn't spe...
now it's possible to try to open a new Mappedfi...
added SpriteBatch::DrawString() overload
added "borderless window" mode
fixed compilation error introduced in previous ...
Added ability to load raw song files (only ogg ...
Added ability to set mouse grabbing and to crea...
working on adding texture arrays;
Nxna scratch memory can be explicitly freed now
Added content setter to Game
Fixed bug when loading ADPCM audio
Moved some code around to make WAV loading code...
fixed compiler error in Visual Studio 2015
Removed iAd stuff
Game doesn't try to render if Exit() was called...
fixed compiler error on non-windows platforms
Fixed error in the ADPCMDecoder from previous c...
Added a ContentManager::Load() overload to load...
working on some performance improvements
fixed MappedFileStream bug on non-Windows systems
Calling Exit() inside game initialization works...
Fixed some iOS build errors
Decoupled vertex format from VertexBuffer;
Fixed bug in OpenGL version of BasicEffect wher...
Transforms default to the identity matrix now
Can get the adapter name from the Direct3D 11 r...
Create the buffer even if 0 bytes
Added API for rendering to texture
fixed bug setting viewport when a rendertarget ...
added Rectangle::Contains()
added a Vector3::Dot() overload
transforms default to Matrix::Identity in Basic...
added Color::LightGreen
fixed bug when using VertexElementUsage::Normal
Sorry, I know it's taken way too long for me to respond. I just checked and I wasn't...
SpriteBatch works without NXNA_ENABLE_MATH now
working on adding support for hardware that doe...
Added some missing keys
fixed bug when providing a source rect
Added linear clamp sampler state defaults
added NXNA_SAMPLERSTATEDESC_LINEARWRAP macro
fixed bug when trying to clear the depth buffer
Added GraphicsDevice::DrawArray()
GraphicsDevice::SetBlendState(), SetDepthStenci...
oops, accidentally committed some testing code
added SamplerState
Some fixes for non-Windows platforms
SpriteBatch sample builds on Linux
Viewport is floating point to match D3D11 and O...
Added rough draft of SpriteBatch class
added NXNA_DISABLE_GLEW_IMPLEMENTATION;
Nxna2
added DepthStencilState and related GraphicsDev...
Nxna2
Nxna2
Nxna2
Updated docs
Sample works on Windows again
Added Linux version of sample
Tweaked the process of creating a GraphicsDevice;
Added math stuff
added Triangle sample;
Fixed compilation error
using GLEW for all OpenGL platforms
Builds with g++;
removed bad reference to Error.h
initial commit of what will become Nxna2
Creating branch for Nxna2
Nxna2
There's a tool in trunk/tools/EffectTool that should do what you want. It's not documented...
Nxna2
Nxna2
StopWatch works on Linux
Fixed compiler error
Color parameter isn't a reference anymore
Nxna requires a C++11 compiler now;
added GraphicsDevice::GetInfo() (temporary API)
Use memory mapped files to load
Added function keys to SDLGame
replaced if/else with switch