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/*
   Copyright (c) 2013 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.
   
   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, 
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, 
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE 
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _GL_RESOURCES_H_
#define _GL_RESOURCES_H_

#include "config.h"

enum MATRIX_MODE;
enum EXTENDED_MATRIX;
#if defined( OS_WINDOWS )
#  ifndef WIN32_LEAN_AND_MEAN
#    define WIN32_LEAN_AND_MEAN
#  endif
#  include "windows.h"
#  ifdef min
#    undef min
#  endif
#  ifdef max
#	 undef max
#  endif
//////////////////////////////////////////////////////////////////////
////////////////////////////////////Needed Linux Headers//////////////
#elif defined OS_LINUX
#  include <X11/Xlib.h>
//////////////////////////////////////////////////////////////////////
////////////////////////////////////Needed Mac Headers//////////////
#elif defined OS_APPLE
#  include <Carbon/Carbon.h>
#endif

#if !defined(__gl_h_) && !defined(__GL_H__) && !defined(__X_GL_H)

#include <stack>
#ifndef GLEW_STATIC
#define GLEW_STATIC
#define GLEW_MX
#endif
#include <glew.h>
#if defined( OS_WINDOWS )
#include <wglew.h>
#else
#include <glxew.h>
#endif

#ifndef GLM_FORCE_INLINE
#define GLM_FORCE_INLINE
#endif
#include <glm.hpp>
#include <GL/glfw3.h>
#include "Utility/Headers/Vector.h"
#include "Hardware/Platform/Headers/PlatformDefines.h"
#include <CEGUI/RendererModules/OpenGL/GL3Renderer.h>
#include <boost/thread/tss.hpp>


#if defined(_MSC_VER)
#	pragma warning( push )
#		pragma warning(disable:4505) ///<unreferenced local function removal
#		pragma warning(disable:4100) ///<unreferenced formal parameter
#elif defined(__GNUC__)
#	pragma GCC diagnostic push
#		//pragma GCC diagnostic ignored "-Wall"
#endif

namespace Divide {
	namespace GL {
		void glfw_error_callback(GLint error, const char* description);
		void initGlew();
#ifdef _DEBUG
		///from: https://sites.google.com/site/opengltutorialsbyaks/introduction-to-opengl-4-1---tutorial-05
		///Check the current operation for errors
		void DebugOutputToFile(GLenum source, GLenum type, GLuint id, GLenum severity, const GLchar* message);
		void DebugOutputToFileAMD(GLenum source, GLuint id, GLenum severity, const GLchar* message);
		void CALLBACK DebugCallbackARB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, GLvoid* userParam);
		void CALLBACK DebugCallbackAMD(GLenum source, GLuint id, GLenum severity, GLsizei length, const GLchar* message, GLvoid* userParam);
		///Check the current operation for errors
		void GLCheckError(const std::string& File, GLuint Line, GLchar* operation);
		///Clear previous error codes
		void GLFlushErrors();
#endif
	}
}

#ifdef _DEBUG
#    define GLCheck(Func) (Divide::GL::GLFlushErrors(), (Func), Divide::GL::GLCheckError(__FILE__, __LINE__,#Func))
#else
#    define GLCheck(Func) (Func)
#endif

#define BUFFER_OFFSET(i) ((char *)NULL + (i))

///Half float conversion from: http://www.opengl.org/discussion_boards/archive/index.php/t-154530.html [thx gking]
namespace glDataConversion {
	union nv_half_data {
		GLhalf bits;
		struct {
			unsigned long m : 10;
			unsigned long e : 5;
			unsigned long s : 1;
		} ieee;
	};

	union ieee_single {
		GLfloat f;
		struct {
			unsigned long m : 23;
			unsigned long e : 8;
			unsigned long s : 1;
		} ieee;
	};

	inline static GLfloat htof(GLhalf val) {
		nv_half_data h;
		h.bits = val;
		ieee_single sng;
		sng.ieee.s = h.ieee.s;

		// handle special cases
		if ( (h.ieee.e==0) && (h.ieee.m==0) ) { // zero
			sng.ieee.m=0;
			sng.ieee.e=0;
		}else if ( (h.ieee.e==0) && (h.ieee.m!=0) ) { // denorm -- denorm half will fit in non-denorm single
			const GLfloat half_denorm = (1.0f/16384.0f); // 2^-14
			GLfloat mantissa = ((GLfloat)(h.ieee.m)) / 1024.0f;
			GLfloat sgn = (h.ieee.s)? -1.0f :1.0f;
			sng.f = sgn*mantissa*half_denorm;
		}else if ( (h.ieee.e==31) && (h.ieee.m==0) ) { // infinity
			sng.ieee.e = 0xff;
			sng.ieee.m = 0;
		}else if ( (h.ieee.e==31) && (h.ieee.m!=0) ) { // NaN
			sng.ieee.e = 0xff;
			sng.ieee.m = 1;
		}else {
			sng.ieee.e = h.ieee.e+112;
			sng.ieee.m = (h.ieee.m << 13);
		}
		return sng.f;
	}

	inline static GLhalf ftoh(GLfloat val) {
		ieee_single f;
		f.f = val;
		nv_half_data h;

		h.ieee.s = f.ieee.s;

		// handle special cases
		//const GLfloat half_denorm = (1.0f/16384.0f);

		if ( (f.ieee.e==0) && (f.ieee.m==0) ) { // zero
			h.ieee.m = 0;
			h.ieee.e = 0;
		}else if ( (f.ieee.e==0) && (f.ieee.m!=0) ) { // denorm -- denorm float maps to 0 half
			h.ieee.m = 0;
			h.ieee.e = 0;
		}else if ( (f.ieee.e==0xff) && (f.ieee.m==0) ) { // infinity
			h.ieee.m = 0;
			h.ieee.e = 31;
		}else if ( (f.ieee.e==0xff) && (f.ieee.m!=0) ) { // NaN
			h.ieee.m = 1;
			h.ieee.e = 31;
		}else { // regular number
			GLint new_exp = f.ieee.e-127;
			if (new_exp<-24) { // this maps to 0
				h.ieee.m = 0;
				h.ieee.e = 0;
			}

			if (new_exp<-14) { // this maps to a denorm
				h.ieee.e = 0;
				GLuint exp_val = (GLuint) (-14 - new_exp); // 2^-exp_val
				switch (exp_val) {
					case 0: fprintf(stderr, "ftoh: logical error in denorm creation!\n"); h.ieee.m = 0; break;
					case 1: h.ieee.m = 512 + (f.ieee.m>>14); break;
					case 2: h.ieee.m = 256 + (f.ieee.m>>15); break;
					case 3: h.ieee.m = 128 + (f.ieee.m>>16); break;
					case 4: h.ieee.m = 64 + (f.ieee.m>>17); break;
					case 5: h.ieee.m = 32 + (f.ieee.m>>18); break;
					case 6: h.ieee.m = 16 + (f.ieee.m>>19); break;
					case 7: h.ieee.m = 8 + (f.ieee.m>>20); break;
					case 8: h.ieee.m = 4 + (f.ieee.m>>21); break;
					case 9: h.ieee.m = 2 + (f.ieee.m>>22); break;
					case 10: h.ieee.m = 1; break;
				}
			}else if (new_exp>15) { // map this value to infinity
				h.ieee.m = 0;
				h.ieee.e = 31;
			}else {
				h.ieee.e = new_exp+15;
				h.ieee.m = (f.ieee.m >> 13);
			}
		}
		return h.bits;
	}

	///For use with GL_INT_2_10_10_10_REV
	//inline static GLuint ftopacked(GLfloat val) {
	//}
};
/* ARB_vertex_type_2_10_10_10_rev */
#define P10(f) ((I32)((f) * 0x1FF))
#define UP10(f) ((I32)((f) * 0x3FF))
#define PN2(f) ((I32)((f) < 0.333 ? 3 /* = -0.333 */ : (f) < 1 ? 0 /* = 0.333 */ : 1)) /* normalized */
#define P2(f) ((I32)(f)) /* unnormalized */
#define UP2(f) ((I32)((f) * 0x3))
#define P1010102(x,y,z,w) (P10(x) | (P10(y) << 10) | (P10(z) << 20) | (P2(w) << 30))
#define PN1010102(x,y,z,w) (P10(x) | (P10(y) << 10) | (P10(z) << 20) | (PN2(w) << 30))
#define UP1010102(x,y,z,w) (UP10(x) | (UP10(y) << 10) | (UP10(z) << 20) | (UP2(w) << 30))

template<class T> class mat4;
template<class T> class mat3;
template<class T> class vec3;
template<class T> class vec4;

namespace Divide {
    namespace GL {

	///State the various attribute locations to use in GLSL with VAO/VBO's
	enum {
		 VERTEX_POSITION_LOCATION    = 0,
		 VERTEX_NORMAL_LOCATION      = 1,
		 VERTEX_TEXCOORD_LOCATION    = 2,
		 VERTEX_TANGENT_LOCATION     = 3,
		 VERTEX_BITANGENT_LOCATION   = 4,
		 VERTEX_BONE_WEIGHT_LOCATION = 5,
		 VERTEX_BONE_INDICE_LOCATION = 6
	};
	
	/*----------- GLU overrides ------*/
    typedef std::stack<glm::mat4, vectorImpl<glm::mat4 > > matrixStack;
	typedef std::stack<vec3<F32>, vectorImpl<vec3<F32> > > vector3Stack;
	typedef std::stack<vec4<U32>, vectorImpl<vec4<U32> > > viewportStack;

	/*--------- Object Management-------*/
	extern GLuint _invalidObjectID;
	/*--------- Context Management -----*/
	extern bool _applicationClosing;
	extern bool _contextAvailable;
	extern bool _useDebugOutputCallback;
	
	///Main rendering window
	extern GLFWwindow* _mainWindow;
	///Background thread for loading resources
	extern GLFWwindow* _loaderWindow;
	 ///Matrix management
    ///Current active matrix for push/pop operations: PROJECTION/VIEW/TEXTURE
    extern MATRIX_MODE _currentMatrixMode;
    ///Current view matrix. Changed only by LookAt call
	extern matrixStack _viewMatrix;
    ///Current projection matrix. Changed by Perspective and Ortho calls
	extern matrixStack _projectionMatrix;
    ///Current texture matrix. Multiply and change manually if needed
    extern matrixStack _textureMatrix;
	///Current viewpoert stack
	extern viewportStack _viewport;
    ///The current model matrix. Change per model or set to identity
    extern glm::mat4   _modelMatrix;
    ///A bias matrix is useful for shadow calculations
    extern glm::mat4   _biasMatrix;
	///A cache value for anaglyph eye offset
	extern GLfloat     _anaglyphIOD;
	///current camera view direction
	extern vector3Stack _currentViewDirection;
    ///If the model matrix had a uniform scale applied or not
    extern bool _isUniformScaled;
	///Use for lazy reset of the model matrix
	extern bool _resetModelMatrixFlag;

    void _initStacks();
    /*-----------------BEGIN: FIXED PIPELINE EMULATION -----------------------*/
	inline void _matrixMode(const MATRIX_MODE& mode) { _currentMatrixMode = mode; }

    void _LookAt(const GLfloat* viewMatrix, const vec3<F32>& viewDirection);
    void _ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
    void _perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear,  GLfloat zFar);
	void _anaglyph(GLfloat IOD, GLdouble zNear, GLdouble zFar, GLfloat aspect, GLfloat fovy, bool rightFrustum = false);
    void _pushMatrix();
    void _popMatrix();
    void _loadIdentity();
    /*-----------------END: FIXED PIPELINE EMULATION -----------------------*/
    void _setModelMatrix(const mat4<GLfloat>& matrix,bool uniform = true);//<Use uniform to avoid inverseTranspose for normals
	void _resetModelMatrix(bool force = false);//<Use this to set the model matrix back to identity
    void _queryMatrix(const MATRIX_MODE& mode,     mat4<GLfloat>& mat);
    void _queryMatrix(const EXTENDED_MATRIX& mode, mat4<GLfloat>& mat);
    void _queryMatrix(const EXTENDED_MATRIX& mode, mat3<GLfloat>& mat);

    ///Cache management - try and avoid recalculating this if not needed
    void _clean();

	/*-----------------Locals------------------------------------------------*/
    extern glm::mat4   _MVCachedMatrix;
    extern glm::mat4   _MVPCachedMatrix;
	extern glm::mat4   _identityMatrix;
    ///If _projection changed, this will change to true
    extern bool _PDirty;
    ///If _model changed, this will change to true
    extern bool _MDirty;
	///If the _view changed
	extern bool _VDirty;

    ///Matrix management
    ///Current active matrix for push/pop operations: PROJECTION/VIEW/TEXTURE
    extern MATRIX_MODE _currentMatrixMode;
    ///Current view matrix. Changed only by LookAt call
	extern matrixStack _viewMatrix;
    ///Current projection matrix. Changed by Perspective and Ortho calls
	extern matrixStack _projectionMatrix;
    ///Current texture matrix. Multiply and change manually if needed
    extern matrixStack _textureMatrix;
    ///The current model matrix. Change per model or set to identity
    extern glm::mat4   _modelMatrix;
    ///A bias matrix is useful for shadow calculations
    extern glm::mat4   _biasMatrix;
	///A cache value for anaglyph eye offset
	extern GLfloat     _anaglyphIOD;
	///current camera view direction
	extern vector3Stack _currentViewDirection;
    ///If the model matrix had a uniform scale applied or not
    extern bool _isUniformScaled;
	///Use for lazy reset of the model matrix
	extern bool _resetModelMatrixFlag;
    }//GL
}

#ifdef GLEW_MX
	GLEWContext* glewGetContext();
#   if defined( OS_WINDOWS )
		WGLEWContext* wglewGetContext();
#	else
		GLXEWContext* glxewGetContext();
#	endif
#endif//GLEW_MX

#if defined(_MSC_VER)
#	pragma warning( pop )
#elif defined(__GNUC__)
#	pragma GCC diagnostic pop
#endif

#endif
#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/OpenGL/Headers/glResources.h

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff 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]]

160 Diff Diff 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]]

155 Diff Diff k1ngp1n picture k1ngp1n Thu 27 Jun, 2013 15:02:43 +0000

[Ionut] [[BR]]
- Small matrix stack optimization [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[BR]]

149 Diff Diff k1ngp1n picture k1ngp1n Sun 21 Apr, 2013 21:38:05 +0000

[Ionut] [[BR]]
- Major GUI revamp: [[BR]]
— Fixed CEGUI rendering (invalid state reset after VBO/VAO unbind) [[BR]]
— Added a working Console window with a basic command parser [[BR]]
— GUI inputs take priority over scene (e.g. pressing a key in the console, does not affect the scene)[[BR]]
— Added AutoKey repeat [[BR]]
— Added config options for the GUI [[BR]]
- Revamped OpenGL Vertex Array Object class [[BR]]
— VBO’s without a shader attached will not use VAO’s [[BR]]
— VAO’s and VBO’s cleanup all states after them [[BR]]
- Added multiple Joystick support [[BR]]
- FrameBufferObject take in account the combination of texture id and bind slot when checking for double binds [[BR]]
- Upgraded Framerate/timing system [[BR]]
- Fixed Deferred rendering (typo in normal buffer creation) [[BR]]
- Fixed initial camera placement via scene config (RotateX(Y) replace with setAngleX(Y)) on camera init) [[BR]]
- Added better thread deletion in Event class [[BR]]
- Major mutex/semaphore/shared_lock rework in threaded classes [[BR]]
- Better A.I. initialization/destruction [[BR]]
- Fixed a typo in window positioning [[BR]]
- Better Unit movement code [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

141 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]

135 Diff Diff k1ngp1n picture k1ngp1n Tue 20 Nov, 2012 19:01:27 +0000

[Ionut] [[BR]]

  • (minor merge with LightingUpdate branch, rev. 134) [[BR]]

-Updated ASSIMP to version 3.0.1,CeGUI to 0.7.7 and PhysX to 3.2.2 [[BR]]
-Moved third party libraries to separate repository with appropriate copyright notices [[BR]]
--New library repository: https://xp-dev.com/svn/Divide-Dependencies [[BR]]
--PhysX can’t be legally shared like the rest of the libs, but you can get ver. 3.2.2 (the version the framework is using) by signing up to the nVidia Developer Website ( https://developer.nvidia.com/ ) [[BR]]

126 k1ngp1n picture k1ngp1n Sun 01 Jul, 2012 11:07:05 +0000

[Ionut] [[BR]]
-Renamed “CommunicationSensor” to “CommunicationInterface” [[BR]]
-More work on ReCast implementation [[BR]]
-Header and namespace cleanups [[BR]]