Expose Image constructor to LuaScript
Merge pull request #163 from JTippetts/master

Expose Image constructor to LuaScript
Travis CI: API documentation update at 2014-01-30 18:21:27 UTC.
[ci skip]
Started shader refactoring.
- Removed ShaderParser
- Shader variations are requested by defines
- Shader class does not need to be render API specific
- Added shader defines to Pass & RenderPathCommand
- GLSL vertex/pixel shaders compile from the same file
- Converted the Basic & Stencil GLSL shaders
Continued shader refactoring.
- Removed heightfog techniques, which will be replaced with in-engine shader variations
- Fixed LitSolid shader and some basic techniques
- If Pass specifies its own shaders, the defines from Technique aren't used
- Technique can specify the alphamask property globally for passes to avoid repetition
Optimize Shader::SanitateDefines(). In debug mode, check that shader code uses each define.
Detect deferred light volume batch and subtract camera position only in that case to allow the pixel shader light parameters (light position, shadow matrices etc.) to also be used in forward rendering if necessary.
Fixed GLSL deferred lighting. Added profiling block for Renderer::GetShader().
Fixed FindNearestPoint() and MoveAlongSurface() for angel script
Update Navigation.h
Added follow path function. RecalculatePath()is no longer used but kept anyway.
Added follow path function. RecalculatePath()is no longer used but kept anyway.
Added follow path function. RecalculatePath()is no longer used but kept anyway.
Update Sample.h
Extended Sample with ability to set window title and icon and take screenshots
Extended Sample with ability to set window title and icon and take screenshots
Extended Sample with ability to set window title and icon and take screenshots
Convert the Navigation sample to move the Jack character from current position to new target. Shift + LMB to teleport.
Convert Image back to spaces instead of tabs. Ensure that the file path is in native format before saving using STB / JO.
Sanitate screenshot name in the samples to ensure saving it succeeds. Prepend the executable path properly. Flip image in OpenGL Graphics::TakeScreenShot() instead of having the user to do it.