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Entry Size Revision Updated
branches 222 Wed 08 Jan, 2014 18:55:11 +0000
trunk 337 Wed 17 Dec, 2014 17:25:16 +0000

Commits for Divide-Framework/

Revision Author Commited Message
337 IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

336 IonutCava picture IonutCava Sun 14 Dec, 2014 19:21:18 +0000

- Moved AI to Divide-Game project.
- Made Divide-Game build as an executable and Divide-Engine as a static library.
- Fixed a shader coding error (uncommented lines of code)

335 IonutCava picture IonutCava Fri 12 Dec, 2014 14:02:54 +0000

- Moved game specific features (Environment, Scenes, Dynamics, etc) to a separate project (Divide-Game)
- Refactored the lib building process for all projects

334 IonutCava picture IonutCava Wed 10 Dec, 2014 17:21:22 +0000

- Reorganized the Hardware project and renamed to "Platform"
- Reorganized the Server project

333 IonutCava picture IonutCava Tue 09 Dec, 2014 16:15:44 +0000

- Removed “core.h” and moved everything to their appropriate header files
- Renamed MathClasses to MathMatrices (finally)
- Renamed “-Inl.h” files to ".inl"
- Some String wrapper refactoring
- Update “InstallLibraries.bat” so that it still offers valid options

332 IonutCava picture IonutCava Mon 08 Dec, 2014 20:16:13 +0000

- Code analysis fixed for warnings and errors

331 IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

330 IonutCava picture IonutCava Fri 10 Oct, 2014 17:19:11 +0000

- New rendering algorithm :
— Perform second pass for visible nodes gathering all render commands and uploading them to an indirect draw buffer
— Render geometry with indirect draw commands
— Removed per-node range binding of the node buffer. Instead, bind the entire buffer once and index data in shaders
— Use “baseInstance” parameter from IndirectDrawCommand as a node buffer index
— Prefer DSA extensions for updating buffer data where applicable
- Moved all rendering specific code from SceneGraphNode to a new RenderingComponent
- Optimized “toString” utility function

329 IonutCava picture IonutCava Tue 07 Oct, 2014 12:51:37 +0000

- Modified material class and shaders to support multiple BRDFs (currently, only Flat, Phong and Blinn-Phong supported with Cook-Torrance and Oren-Nayar in future commits)
- Optimized transform updates and queries
- Fixed an indirect draw command (no buffer was bound to GL_DRAW_INDIRECT_BUFFER, violating a core requirement)

328 IonutCava picture IonutCava Sat 04 Oct, 2014 18:03:36 +0000

- Added per SceneGraphNode material instances. (Cloned from the SceneNode’s material)
- Improved shader loading for materials