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Divide-Framework

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<terrain>terrain.xml</terrain>
<assets>assets.xml</assets>

<vegetation>
	<grassVisibility>40000</grassVisibility>
	<treeVisibility>40000</treeVisibility>
</vegetation>

<wind>
	<windDirX>1</windDirX>
	<windDirZ>-1</windDirZ>
	<windSpeed>1</windSpeed>
</wind>

<water>
	<waterLevel>0</waterLevel>
	<waterDepth>0</waterDepth>
</water>


<options>
	<visibility>1000</visibility>
	<cameraStartPosition x="14" y="5.5" z="11.5" xOffsetDegrees="10" yOffsetDegrees="-45"/>
</options>

<fog>
	<fogStartDistance>10</fogStartDistance>
	<fogEndDistance>1000</fogEndDistance>
	<fogDensity>0.01</fogDensity>
	<fogColor r="0.7" g="0.7" b="0.7"/>
</fog>

Commits for Divide-Framework/trunk/XML/Scenes/AITenisScene.xml

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]]

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

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

154 Diff Diff k1ngp1n picture k1ngp1n Sun 23 Jun, 2013 23:39:07 +0000

[Ionut] [[BR]]
- Changed math computation for: Matrix multiplication, Normal and Tangent calculation, Quaternion to Matrix conversion and more [[BR]]
- Removed useless UBO classes and extended the functionality of the base UBO class [[BR]]
- Changed lighting shaders to be more streamlined [[BR]]
- Added full shader based fog [[BR]]
— Added per-scene optional fog settings [[BR]]
- Re-enabled sorting by shader program for Mesh Delegate Bin (was set to Front to Back for debugging purposes and forgotten there) [[BR]]

89 k1ngp1n picture k1ngp1n Sun 15 Jan, 2012 20:10:22 +0000

[Ionut][[BR]]
-Fixed faulty assert placement(checking for null pointers failed, due to not counting ref’s)[[BR]]
-Added a test scene for the new AI Framework that’s under development (AITenisScene)[[BR]]
-Fixed shutdown dual callback (shutdown routine was called twice, causing crashes) [[BR]]
-Fixed bounding box calculation, rendering and transformation [[BR]]
-Rewritten SceneGraph destruction algorithm [[BR]]
-Rewritten application shutdown algorithm [[BR]]
[[BR]]
Minor changes: [[BR]]
-Fixed the getSceneGraphNode routine in SceneNode [[BR]]
-Renamed the Engine class to Application to better highlight it’s role [[BR]]
-Modified render target and GUI resize on window resize [[BR]]
-Reduced loading time and memory consumption by not loading all the scenes in memory and then picking the desired one [[BR]]
-Fixed Quad3D loading from XML [[BR]]
-inlined more member functions [[BR]]
-disabled SSE2 math calculations due to some x64 problems [[BR]]