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Entry Size Revision Updated
background.png 1.5M 97 Tue 07 Feb, 2012 15:23:45 +0000
background_ddn.dds 1.3M 168 Sat 26 Oct, 2013 19:03:21 +0000
background_ddn.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
chain_texture.png 441.2K 97 Tue 07 Feb, 2012 15:23:45 +0000
chain_texture_ddn.tga 768K 97 Tue 07 Feb, 2012 15:23:45 +0000
chain_texture_mask.png 6.9K 97 Tue 07 Feb, 2012 15:23:45 +0000
gi_flag.png 18.5K 97 Tue 07 Feb, 2012 15:23:45 +0000
lion.png 2M 97 Tue 07 Feb, 2012 15:23:45 +0000
lion_ddn.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
spnza_bricks_a_ddn.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
spnza_bricks_a_diff.png 2.1M 97 Tue 07 Feb, 2012 15:23:45 +0000
spnza_bricks_a_spec.png 1.1M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_arch_ddn.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_arch_diff.png 1.8M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_arch_spec.png 768.7K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_ceiling_a_diff.png 2M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_ceiling_a_spec.png 897.2K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_column_a_ddn.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_column_a_diff.png 2M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_column_a_spec.png 916.7K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_column_b_ddn.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_column_b_diff.png 2.4M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_column_b_spec.png 918.3K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_column_c_ddn.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_column_c_diff.png 2.3M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_column_c_spec.png 967.4K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_curtain_blue_diff.png 10M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_curtain_diff.png 9.7M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_curtain_green_diff.png 9.2M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_details_diff.png 1.5M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_details_spec.png 907.8K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_fabric_blue_diff.png 2.5M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_fabric_diff.png 2.5M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_fabric_green_diff.png 2.5M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_fabric_spec.png 856.7K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_flagpole_diff.png 1.5M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_flagpole_spec.png 878.2K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_floor_a_diff.png 2.2M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_floor_a_spec.png 1M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_roof_diff.png 2.6M 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_thorn_ddn.tga 192K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_thorn_diff.png 578.8K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_thorn_mask.png 136.1K 97 Tue 07 Feb, 2012 15:23:45 +0000
sponza_thorn_spec.png 473.1K 97 Tue 07 Feb, 2012 15:23:45 +0000
vase_ddn.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
vase_dif.png 2M 97 Tue 07 Feb, 2012 15:23:45 +0000
vase_hanging.png 1.5M 97 Tue 07 Feb, 2012 15:23:45 +0000
vase_plant.png 896.6K 97 Tue 07 Feb, 2012 15:23:45 +0000
vase_plant_mask.png 130.7K 97 Tue 07 Feb, 2012 15:23:45 +0000
vase_plant_spec.png 875.1K 97 Tue 07 Feb, 2012 15:23:45 +0000
vase_round.png 2M 97 Tue 07 Feb, 2012 15:23:45 +0000
vase_round_ddn.tga 3M 97 Tue 07 Feb, 2012 15:23:45 +0000
vase_round_spec.png 2M 97 Tue 07 Feb, 2012 15:23:45 +0000

Commits for Divide-Framework/trunk/assets/textures/sponza

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

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]]
[[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]]
[[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]]
[[BR]]
-Added detail level configuration options [[BR]]
--ToDo: add shaders for each detail level [[BR]]
[[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]]
[[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]]