Added Vertex Buffer support ( cVertexBuffer base class (interface), cVertexBufferOGL fallback if gpu doesn't support VBO's, cVertexBufferVBO uses ARB Vertex Buffer Object ).

Added a Memory Manager to trace memory leaks.
Fixed some memory leaks detected with the new memory manager.
Added an allocator for STL ( to use it with the custom allocation seted in the memory manager ).
Fixed Makefiles ( i wroke them ).
This commit is contained in:
spartanj
2010-09-03 02:53:14 -03:00
parent d9bd5d763f
commit f8703cd568
60 changed files with 1279 additions and 254 deletions

View File

@@ -30,8 +30,8 @@ cShaderProgram::cShaderProgram( const std::string& VertexShaderFile, const std::
AddToManager( name );
Init();
cVertexShader * vs = new cVertexShader( VertexShaderFile );
cFragmentShader * fs = new cFragmentShader( FragmentShaderFile );
cVertexShader * vs = eeNew( cVertexShader, ( VertexShaderFile ) );
cFragmentShader * fs = eeNew( cFragmentShader, ( FragmentShaderFile ) );
if ( !vs->IsValid() || !fs->IsValid() ) {
eeSAFE_DELETE( vs );
@@ -52,8 +52,8 @@ cShaderProgram::cShaderProgram( cPack * Pack, const std::string& VertexShaderPat
Init();
if ( NULL != Pack && Pack->IsOpen() && -1 != Pack->Exists( VertexShaderPath ) && -1 != Pack->Exists( FragmentShaderPath ) ) {
cVertexShader * vs = new cVertexShader( Pack, VertexShaderPath );
cFragmentShader * fs = new cFragmentShader( Pack, FragmentShaderPath );
cVertexShader * vs = eeNew( cVertexShader, ( Pack, VertexShaderPath ) );
cFragmentShader * fs = eeNew( cFragmentShader, ( Pack, FragmentShaderPath ) );
if ( !vs->IsValid() || !fs->IsValid() ) {
eeSAFE_DELETE( vs );
@@ -74,8 +74,8 @@ cShaderProgram::cShaderProgram( const Uint8 * VertexShaderData, const Uint32& Ve
AddToManager( name );
Init();
cVertexShader * vs = new cVertexShader( VertexShaderData, VertexShaderDataSize );
cFragmentShader * fs = new cFragmentShader( FragmentShaderData, FragmentShaderDataSize );
cVertexShader * vs = eeNew( cVertexShader, ( VertexShaderData, VertexShaderDataSize ) );
cFragmentShader * fs = eeNew( cFragmentShader, ( FragmentShaderData, FragmentShaderDataSize ) );
if ( !vs->IsValid() || !fs->IsValid() ) {
eeSAFE_DELETE( vs );