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Entry Size Revision Updated
PostFX.h 4.8K 1004 Wed 20 Dec, 2017 17:16:32 +0000
PreRenderBatch.h 2.5K 938 Wed 16 Aug, 2017 21:35:55 +0000
PreRenderOperator.h 2.3K 934 Tue 15 Aug, 2017 16:15:55 +0000

Commits for Divide-Framework/trunk/Source Code/Rendering/PostFX/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.

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

[Ionut]
- Consistent naming between timing variables

953 IonutCava picture IonutCava Sat 28 Oct, 2017 21:57:10 +0000

[Ionut]
- Fix blinking issue by caching and hashing pipelines to that we don’t overwrite pipelines used by other elements

938 IonutCava picture IonutCava Wed 16 Aug, 2017 21:35:55 +0000

[Ionut]
- Separate texture binding slot from TextureData
- Binding slot is now a property of the descriptor set
- Remove bind() calls from texture’s public interface
ToDo
- Add image layer binding options (addTextureLayer(data, binding, layer, ...)

934 IonutCava picture IonutCava Tue 15 Aug, 2017 16:15:55 +0000

[Ionut]
- Bug fixes for the new command buffer system

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)

929 IonutCava picture IonutCava Sat 12 Aug, 2017 17:34:44 +0000

[Ionut]
- More work on finishing up new PushConstant / Command buffer rendering system:
— Everything compiles and runs but with graphical and performance issues

924 IonutCava picture IonutCava Wed 02 Aug, 2017 20:29:19 +0000

[Ionut]
- Rework RenderTarget binding. Now access is only available via the GFXRTPool
- Split RenderPassManager::doCustomPass into multiple steps for easier debugging and cleaner code
- Other small code cleanups

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

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

[IonutCava]
- Optimise static casts