Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

Entry Size Revision Updated
Camera 318 Sat 30 Aug, 2014 17:35:53 +0000
Headers 318 Sat 30 Aug, 2014 17:35:53 +0000
Lighting 318 Sat 30 Aug, 2014 17:35:53 +0000
PostFX 318 Sat 30 Aug, 2014 17:35:53 +0000
RenderPass 318 Sat 30 Aug, 2014 17:35:53 +0000
DeferredShadingRenderer.cpp 10.3K 318 Sat 30 Aug, 2014 17:35:53 +0000
ForwardPlusRenderer.cpp 5.4K 318 Sat 30 Aug, 2014 17:35:53 +0000

Commits for Divide-Framework/trunk/Source Code/Rendering

Revision Author Commited Message
318 IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

311 IonutCava picture IonutCava Mon 18 Aug, 2014 21:40:52 +0000

[Ionut]
- Added a basic AESOP implementation
- Moved all AI related classes under the “AI” namespace

309 IonutCava picture IonutCava Sat 16 Aug, 2014 22:57:33 +0000

[Ionut]
- Added an InputAggregator interface to standardize input event handling

308 IonutCava picture IonutCava Sat 16 Aug, 2014 19:49:31 +0000

[Ionut]
- Moved Transform from SceneGraphNode to PhysicsComponent and modified BoundingBox update system based on transform update
- Added PhysicsAsset to PhysicsComponent for interfacing with PshysicsAPIs (e.g. PhysXActor inherits PhysicsAsset)
- PhysicsAsset keeps track of the parent PhysicsComponent to have direct access to a node’s transform
- Rewrote GUIConsole to only print items when visible, and use a single circular buffer for entries.
- Updated GUI input system to match the interface that both Kernel and SceneManager share (should probably abstract all the input methods in a class and have Kernel, SceneManager, Scene and GUI inherit from that. In next commit.)
- Updated CEGUI to probably match the OIS states(mouse, keyboard, etc) and properly inject time inputs.

307 IonutCava picture IonutCava Tue 12 Aug, 2014 19:45:12 +0000

[Ionut]
- More editor work:
— Per object skeleton rendering, bounding box rendering and shadow map toggling
— Full screen depth preview toggle
— Text entry based transforms

304 IonutCava picture IonutCava Sun 10 Aug, 2014 21:10:54 +0000

[Ionut]
- Redesigned the WorldEditor (dummy functions added for every button/option)
- Improved debug rendering performance by using static IMPrimitives for axis gizmo rendering
- Simplified skeleton rendering

303 IonutCava picture IonutCava Sat 09 Aug, 2014 19:12:32 +0000

[Ionut]
- Fixed mouse movement (change resolution callback properly informs inputInterface of the new window’s width and height)
- Fixed immediate mode emulation rendering (destroyed index buffers for some reason)
- Added axis gizmos for Scene / Scene + Selected Object / Scene + All object cycled via the F5 key in debug

301 IonutCava picture IonutCava Tue 05 Aug, 2014 20:55:30 +0000

[Ionut]
- Code cleanups and comments (ShaderManager, ShaderProgram, Texture)
- Fixed some singleton destruction order between ResourceCache and ShaderManager to properly unload remaining shader programs

299 IonutCava picture IonutCava Mon 04 Aug, 2014 22:09:22 +0000

[Ionut]
- Disabled shader binary dump/load on non-nVidia GPUs (caused issues)
- More code cleanup/comments/formating (GFXDevice.cpp)

298 k1ngp1n picture k1ngp1n Sun 03 Aug, 2014 17:46:29 +0000

[Ionut]
- Final nVidia compatibility commit