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Entry Size Revision Updated
sponza 168 Sat 26 Oct, 2013 19:03:21 +0000
axe.jpg 63.7K 97 Tue 07 Feb, 2012 15:23:45 +0000
branch.png 4K 97 Tue 07 Feb, 2012 15:23:45 +0000
ceainic.tga 818.1K 97 Tue 07 Feb, 2012 15:23:45 +0000
detail.tga 997.2K 97 Tue 07 Feb, 2012 15:23:45 +0000
diffuse.DDS 1.3M 97 Tue 07 Feb, 2012 15:23:45 +0000
dwarf.jpg 82.2K 97 Tue 07 Feb, 2012 15:23:45 +0000
elmleaf.png 12.9K 97 Tue 07 Feb, 2012 15:23:45 +0000
Erle1.png 100.7K 97 Tue 07 Feb, 2012 15:23:45 +0000
Erle2.png 110.1K 97 Tue 07 Feb, 2012 15:23:45 +0000
Erle3.png 72.7K 97 Tue 07 Feb, 2012 15:23:45 +0000
faerie2.bmp 42.5K 97 Tue 07 Feb, 2012 15:23:45 +0000
fir2.png 22.2K 97 Tue 07 Feb, 2012 15:23:45 +0000
gard.png 33.2K 97 Tue 07 Feb, 2012 15:23:45 +0000
gard_alpha.png 19K 97 Tue 07 Feb, 2012 15:23:45 +0000
guard1_body.png 228K 111 Tue 08 May, 2012 21:49:31 +0000
guard1_face.png 118.3K 111 Tue 08 May, 2012 21:49:31 +0000
guard1_helmet.png 46.4K 111 Tue 08 May, 2012 21:49:31 +0000
iron_grill.png 63.6K 111 Tue 08 May, 2012 21:49:31 +0000
jagleaf.png 12K 97 Tue 07 Feb, 2012 15:23:45 +0000
m_rifl.bmp 192.1K 97 Tue 07 Feb, 2012 15:23:45 +0000
Map__2_Noise.tga 1010.8K 97 Tue 07 Feb, 2012 15:23:45 +0000
mesha.tga 2.3M 97 Tue 07 Feb, 2012 15:23:45 +0000
mesha2.tga 759.4K 97 Tue 07 Feb, 2012 15:23:45 +0000
missing_texture.jpg 43.4K 113 Fri 01 Jun, 2012 16:51:23 +0000
normal.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
round_grill.png 47.5K 111 Tue 08 May, 2012 21:49:31 +0000
specular.DDS 1.3M 97 Tue 07 Feb, 2012 15:23:45 +0000
teren.tga 1M 97 Tue 07 Feb, 2012 15:23:45 +0000
textura_paralelipied.tga 2.8M 97 Tue 07 Feb, 2012 15:23:45 +0000
wall_NM_height.tga 256K 97 Tue 07 Feb, 2012 15:23:45 +0000

Commits for Divide-Framework/trunk/assets/textures

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]]

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

113 k1ngp1n picture k1ngp1n Fri 01 Jun, 2012 16:51:23 +0000

[Ionut] [[BR]]
-Fixed animated bounding box calculations[[BR]]
-BoundingBox recalculation per frame is now a general SceneNode property [[BR]]
--Note: Animated BB’s have problems with multi-threaded collision detection for now (see AITenisScene) [[BR]]
-Wrapped boost::mutex to separate file and moved it to shared_mutex structure as read requests are more frequent than write requests [[BR]]
-Mesh class now calls animations update on all of it’s subclasses so animations for each node in a mesh are in sync [[BR]]
-Split up GUI elements by class [[BR]]
-Added base code for a console GUI element (disabled) [[BR]]
-Animations can now be disabled in confg file [[BR]]
-Added a “texture not found” default texture [[BR]]
-Some AI rewrite in AITenisScene (translation to english in next commit) [[BR]]
-Inlines, const’s, cleanups, etc [[BR]]

111 k1ngp1n picture k1ngp1n Tue 08 May, 2012 21:49:31 +0000

[Ionut] [[BR]]
-Added animation support based on Scott Lee’s animation loader library added a few revision’s back [[BR]]
--Added cached skeleton rendering to the library [[BR]]
--Added cached AABB transformations based on current animation frame [[BR]]
--Scene animators are added per submesh and only processed if said submesh is visible and only in the rendering stage: FINAL_STAGE [[BR]]
-Added support for shader-based VBO data upload (glVertexAttribPointer) with full backwards compatibility to old method (glTexCoordPointer)[[BR]]
-Added support for Index Buffer Object (improper name) indice upload for VBO’s with full backwards compatibility to old method [[BR]]
-Reworked coordination class to better handle AIEntity teams [[BR]]
-Added “updateSceneState(currentTime)” callback that is called once per frame (used for animation update)[[BR]]
-Added “initializeAI/deinitializeAI” scene callbacks for AI creation/destruction [[BR]]
-Templatized the Quaternion class [[BR]]
-Added a “drawLines” subroutine to the rendering api[[BR]]
-Disabled tree loading in MainScene as current ASSIMP implementation is slow. Will be restored after backing and loading models to own format is added in next revision [[BR]]
-Other various small performance tweaks [[BR]]

97 k1ngp1n picture k1ngp1n Tue 07 Feb, 2012 15:23:45 +0000

[ Ionut ] [[BR]]
-Restructured code base to a more logical layout [[BR]]
--Geometry folder contains shapes, materials, animations and the importer; Environment folder holds sky, terrain, water, vegetation; etc [[BR]]
--All header files are moved to a “Headers” sub-folder [[BR]]
--Renamed most of the Romanian code/comments/files/folders to English [[BR]]
--Added comments to parts of the code (ongoing from now on) [[BR]]
-Rewrote the entire lighting system [[BR]]
--Added a LightManager class to handle all lights [[BR]]
---LightManager calls updates and render calls to all lights it manages [[BR]]
--Lights have all needed properties stored in 2 maps (one for vector values, one for float values) [[BR]]
--Added a LightImpostor class that takes the light’s properties and applies it to a dummy sphere [[BR]]
--If a light should draw it’s impostor, the impostor draws the dummy sphere [[BR]]
--Rewrote the Light <-> GFXDevice interaction [[BR]]
---Each light stores it’s type in a variable and passes all properties to the rendering API that then decides what to use based on that type [[BR]]
--Each light handles it’s own ShadowMapping [[BR]]
-ShadowMapping: [[BR]]
-Each light stores it’s own depth maps and generates them based on it’s type [[BR]]
-LightManager binds all available depth maps and shaders pick them up automatically for use [[BR]]
-Each shadow map (of a total of 3 per light) corresponds to a detail level[[BR]]
-The final shadow map resolution is decided by the shadow detail level set in the config [[BR]]
--Camera and Frustum are set up for shadow rendering and applied to the render callback set for the current light (for example, Scene::render()) [[BR]]
--The light manager tells every light that has “_castShadows = true” to generate shadowmaps automatically after the Scene::PreRender stage [[BR]]
--ShadowMaps are blurred before applied to the fragment’s final color via shaders. [[BR]]
-Added detail level configuration options [[BR]]
--ToDo: add shaders for each detail level [[BR]]
-Moved all predefined geometry from immediate mode to VBO’s [[BR]]
--This allowed the rendering pipeline to be more streamlined (one render function for all geometry) [[BR]]
-Fixed GuiElement visibility toggle [[BR]]
-Fixed GuiText color state problem [[BR]]
-Added FBO texture format options [[BR]]
-VBO rendering uses U16 as default instead of U32 (better for GPU) [[BR]]
-VBO’s now contain BiTangent data as well [[BR]]
-Added OpenGL 2.0 compatibility (not guaranteed!) [[BR]]
-Added static (on load) shader selection based on detail level [[BR]]
-Added SSAO PostFX option, but this won’t work until the implementation of “plugins” for PostFX system [[BR]]
-Optimized/Fixed code based on VisualLint + CppCheck analysis [[BR]]