{"push_id":2381675314,"size":2,"distinct_size":2,"ref":"refs/heads/master","head":"d9111403d0cba658eb8aa296993235a10d4a495a","before":"52537fb7df49aa7e3e0a7f49f0554a9645bc3899","commits":[{"sha":"1acbfcb5de40934e0d7c0d24ea68c4af7d5ffd97","author":{"name":"Zunawe","email":"3791ba799c4a99edce4865e9b46c35a033355483@gmail.com"},"message":"Update the README to describe the other light types","distinct":true,"url":"https://api.github.com/repos/Zunawe/ariamis/commits/1acbfcb5de40934e0d7c0d24ea68c4af7d5ffd97"},{"sha":"d9111403d0cba658eb8aa296993235a10d4a495a","author":{"name":"Zunawe","email":"3791ba799c4a99edce4865e9b46c35a033355483@gmail.com"},"message":"Begin a refactor of the way you set up the scene\n\nContextManager is being replaced by Scene and Engine. Scene will contain objects\nand cameras and such, and will not expose the GL stuff or need to know much about\nthe GLFW stuff. Engine will deal with most of the GL and GLFW setup and eventually\ntalk directly to the input on behalf of the scenes (via listeners unless I find\na better way to do something like that).\n\nThis was mostly motivated by ContextManager just kinda being the catchall for\nall the window stuff. It has a bunch of static functions and attributes\nthat GLFW needs for callbacks, but passes itself off as an object that can\nbe instantiated (which it really shouldn't be). It also has to handle\ninitialization of things that shouldn't happen until a GL context has been\ncreated. That stuff has been passed to Engine.\n\nCurrently, Engine is being set up as a singleton object, but that might\nchange depending on needs. Resize and mouse input need to be static\nmethods, so that might drive me away from the singleton. But I'd like\nto avoid having essentially just member variables in a static class\n(width and height for example).","distinct":true,"url":"https://api.github.com/repos/Zunawe/ariamis/commits/d9111403d0cba658eb8aa296993235a10d4a495a"}]}
{"actor":{"display_login":"Zunawe"}}