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Divide-Framework

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Entry Size Revision Updated
DirectionalLight.h 2.2K 950 Sun 22 Oct, 2017 22:25:05 +0000
Light.h 8.7K 1004 Wed 20 Dec, 2017 17:16:32 +0000
LightPool.h 6.5K 1004 Wed 20 Dec, 2017 17:16:32 +0000
PointLight.h 1.6K 863 Wed 15 Feb, 2017 16:27:26 +0000
SpotLight.h 1.5K 950 Sun 22 Oct, 2017 22:25:05 +0000

Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/Headers

Revision Author Commited Message
1004 IonutCava picture IonutCava Wed 20 Dec, 2017 17:16:32 +0000

[Ionut]
- More GUI cleanup (added multiple GUIButton events)
- Typedef vec4<U8> and vec4<F32> to UColour and FColour respectively for easier to read code.

993 IonutCava picture IonutCava Sun 10 Dec, 2017 20:07:57 +0000

[Ionut]
- Finished initial port of the old scene graph system to the new ECS based system.
- Finished converting 2 components to the new ECS system: Transform and RigidBody
- Fixed the “Deploy” build error with the CEGUI OpenGL renderer.
- Compilation now needs C++14 support (it’s sufficiently wide-spread now)

968 IonutCava picture IonutCava Tue 07 Nov, 2017 17:32:31 +0000

[Ionut]
- Consistent naming between timing variables

950 IonutCava picture IonutCava Sun 22 Oct, 2017 22:25:05 +0000

[Ionut]
- Revamp camera management
- More work on improving the command buffer system:
— Performance tweaks
— Validation
— Debug features
- Some code cleanup for Object3D stuff (preRender/onRender changes)

Still haven’t fixed random flashing issue

949 IonutCava picture IonutCava Thu 19 Oct, 2017 21:48:37 +0000

[Ionut]
- More command buffer refactoring

948 IonutCava picture IonutCava Tue 17 Oct, 2017 22:41:09 +0000

[Ionut]
- Move rendering data caching outside of CommandBuffer and into RenderPackage for better control.

933 IonutCava picture IonutCava Tue 15 Aug, 2017 00:02:05 +0000

[Ionut]
- CommandBuffer Part 2/3: code compiles and splash screen renders and application doesn’t crash (still has drawing issues)

893 IonutCava picture IonutCava Sun 18 Jun, 2017 17:33:07 +0000

[Ionut]
- Initial implementation of a PipelineStateObject (holds shader program, rasterizer state, etc)
- Rework PCH implementation a bit because VS2017 no longer has a /ZM option

883 IonutCava picture IonutCava Fri 24 Mar, 2017 17:15:58 +0000

[IonutCava]
- More terrain work
- Removed GS-based multi pass for shadows. Replaced with a regular multi-draw submit system (ease-of-use reasons)

872 IonutCava picture IonutCava Mon 06 Mar, 2017 23:23:20 +0000

[IonutCava]
- Optimise static casts