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Entry Size Revision Updated
branches 147 Wed 10 Apr, 2013 13:31:05 +0000
trunk 168 Sat 26 Oct, 2013 19:03:21 +0000

Commits for Divide-Framework/

Revision Author Commited Message
168 k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

167 k1ngp1n picture k1ngp1n Mon 22 Jul, 2013 16:14:32 +0000

[Ionut] [[BR]]
- Changed triangle list creation for terrain (reference: [[BR]]
- NavMesh creation now works properly for terrain [[BR]]

166 k1ngp1n picture k1ngp1n Fri 19 Jul, 2013 12:13:08 +0000

[Ionut] [[BR]]
- Moved the debug rendering so that it renders properly when post processing is enabled [[BR]]
- Added a shader hack to avoid including debug elements to the bloom pre-render step [[BR]]

165 k1ngp1n picture k1ngp1n Thu 18 Jul, 2013 12:30:24 +0000

[Ionut] [[BR]]
- [Part 2/2] Re-uploading the VAO source file [[BR]]

164 k1ngp1n picture k1ngp1n Thu 18 Jul, 2013 12:29:04 +0000

[Ionut] [[BR]]
- [Part 1/2] Removing the VAO source file as it appears to be broken in the repository[[BR]]

163 k1ngp1n picture k1ngp1n Thu 18 Jul, 2013 12:24:26 +0000

[Ionut] [[BR]]
- Fixed a rendering bug with the previous terrain rendering system (number of strips was not calculated correctly. had to add the primitive restart indices to the list as well) [[BR]]
- Fixed a rendering bug with the previous double sided Quad3D patch (water planes should not be double sided. The first parameter of the bool mask of the resource descriptor for water planes now controls whether the Quad will be single or double sided) [[BR]]
- NavMesh debug draw now uses a caching system for rendering instead of re-submitting the same geometry every frame [[BR]]
— Fixed a bug that prevented GLIM primitives to be cached if they had “canZombify” set to false [[BR]]
- Navigation meshes are now saved and loaded from file on creation. Delete the “nm” file from the navMeshes subfolder to recreate a navigation mesh for a scene. [[BR]]
- LightManager is now a FrameListener. ShadowMap generation is called with the “FramePreRenderEnd” event [[BR]]
- Terrain NavMesh uses the lowest LoD possible for now to improve creation times until all bugs are resolved [[BR]]
- Geometry importer now uses the “replace” operation for the base texture of objects [[BR]]
- glUniformBufferObjects are now a little less dependent on the GLM library [[BR]]
- Primitive restart is now toggled on or off at each VAO draw call [[BR]]
- Some GFXDevice inlining [[BR]]

162 k1ngp1n picture k1ngp1n Mon 15 Jul, 2013 19:14:45 +0000

[Ionut] [[BR]]
- Improved terrain rendering a lot by using OpenGL’s primitive restart feature. Now terrain is rendered in n-draw calls where n is the number of terrain chunks in the quadtree (main scene has 4 chunks per terrain). [[BR]]
- Some terrain nav mesh generation code fixed. Still not 100% working [[BR]]

161 k1ngp1n picture k1ngp1n Fri 12 Jul, 2013 19:51:50 +0000

[Ionut] [[BR]]
- Solved Navigation Mesh creation from Object3D nodes [[BR]]

160 k1ngp1n picture k1ngp1n Wed 10 Jul, 2013 17:07:04 +0000

[Ionut] [[BR]]
- Changed licensing from LGPL to the MIT license [[BR]]
— Code can now be used in non-commercial or commercial closed or open source projects [[BR]]

159 k1ngp1n picture k1ngp1n Tue 09 Jul, 2013 16:47:05 +0000

[Ionut] [[BR]]
- Added NavMesh config file for AITenisScene [[BR]]
- Improved ReCast debug logging [[BR]]
- Fixed Triangle Strip to Triangle List conversion [[BR]]
- Made Quad3D double-sided