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Divide-Framework

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Entry Size Revision Updated
Buffers 712 Tue 24 May, 2016 16:18:37 +0000
Direct3D 712 Tue 24 May, 2016 16:18:37 +0000
Headers 712 Tue 24 May, 2016 16:18:37 +0000
Null 334 Wed 10 Dec, 2014 17:21:22 +0000
OpenGL 712 Tue 24 May, 2016 16:18:37 +0000
Shaders 712 Tue 24 May, 2016 16:18:37 +0000
Textures 709 Thu 19 May, 2016 16:21:46 +0000
GFXDevice.cpp 31K 712 Tue 24 May, 2016 16:18:37 +0000
GFXDeviceDebug.cpp 5.9K 710 Fri 20 May, 2016 16:24:40 +0000
GFXDeviceDraw.cpp 24K 712 Tue 24 May, 2016 16:18:37 +0000
GFXDeviceState.cpp 20.4K 712 Tue 24 May, 2016 16:18:37 +0000
GFXState.cpp 3.5K 712 Tue 24 May, 2016 16:18:37 +0000
IMPrimitive.cpp 688 bytes 591 Wed 02 Dec, 2015 17:17:23 +0000
RenderStateBlock.cpp 5.5K 703 Wed 11 May, 2016 15:44:57 +0000
ScopedStates.cpp 843 bytes 475 Fri 19 Jun, 2015 16:12:42 +0000

Commits for Divide-Framework/trunk/Source Code/Platform/Video

Revision Author Commited Message
712 IonutCava picture IonutCava Tue 24 May, 2016 16:18:37 +0000

[IonutCava]
- Added the concept of “buffer” to be used by GenericVertexData and ShaderBuffer without caring if it’s persistent or not.
— Persistent buffers handle their own locking instead of relying on the parent class
- HiZ occlusion culling fixes and optimizations

710 IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

[IonutCava]
- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

709 IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

[IonutCava]
- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

708 IonutCava picture IonutCava Tue 17 May, 2016 14:06:13 +0000

[IonutCava]
- Fixed reference counter getting out of sync between multiple scene graphs and the ResourceCache
- Added per SGN update flags for SceneNodes
- Fixed some memory leaks (caught by the ResourceCache)

706 IonutCava picture IonutCava Fri 13 May, 2016 16:29:40 +0000

[IonutCava]
- Renamed LightManager to LightPool and changed it from a Singleton to a scene specific pointer
- More scene load / unload updates (changing scenes now works properly!)
- Allowed GUI interface to hold per-scene elements and only render relevant ones
- Reduced dependencies between nodes, scenemanager, scene, loaders and kernel
- Removed Reflector base class as it was useless and integrate Water class with the Reflection system already in place
- Extended RenderingComponent’s reflection system to allow refraction as well

703 IonutCava picture IonutCava Wed 11 May, 2016 15:44:57 +0000

[IonutCava]
- Finish XML-based control bindings:
— Allow per bind input params (key id, mouse button index, joystick control data, etc)
— Allow mouse binding (with up to 7 buttons)
— Allow up to 4 joysticks (for now) with 120+ button, POV, Axis, Slider and Vector binding support for each
- Change all hashes in code from U32 to size_t for compatibility with STL/Boost

698 IonutCava picture IonutCava Mon 09 May, 2016 20:21:34 +0000

[IonutCava]
- Remove all anaglyph rendering code. nVidia gained 1 sympathy point with me for VRWorks:
— Single Pass Stereo completely removes the need for double rendering the scene for each eye.
— LiquidVR also support similar technology
-— Once VR development starts for Divide, documentation for both SDKs should be pretty sorted.

694 IonutCava picture IonutCava Fri 29 Apr, 2016 16:11:44 +0000

[IonutCava]
- More profile timers!
- Allow multiline localised text
- Allow font size specification for GUI.addText call

693 IonutCava picture IonutCava Thu 28 Apr, 2016 16:19:35 +0000

[IonutCava]
- Cleanup Time and Profiling code

692 IonutCava picture IonutCava Wed 27 Apr, 2016 16:24:26 +0000

[IonutCava]
- Resource system cleanup:
— Resource name and resource file location (if any) is now passed only via explicit constructors! (ResourceDescriptors already contain this data, so why use setters?)
- Fix a bug with ortho projection matrix calculation (set m[3][3] to 1. this was skipped when the identity() call was changed to zero() in the ortho() function)
— This also fixed text rendering