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Entry Size Revision Updated
branches 222 Wed 08 Jan, 2014 18:55:11 +0000
trunk 727 Tue 14 Jun, 2016 16:01:38 +0000

Commits for Divide-Framework/

Revision Author Commited Message
727 IonutCava picture IonutCava Tue 14 Jun, 2016 16:01:38 +0000

- Remove node and cmd buffers from GFXDevice and add them as a new BufferData struct to RenderPass class.
— Each render pass holds its own buffers
- Improvements / fixes to the CSM code
- Added a global toggle to enable/disable custom memory allocators

726 IonutCava picture IonutCava Fri 10 Jun, 2016 16:13:52 +0000

- More static analysis based corrections
- Added initial stub code for a command pool system for GenericDrawCommands

725 IonutCava picture IonutCava Fri 10 Jun, 2016 12:44:46 +0000

- Removed GFX drawPoints and drawTriangle calls and replaced them with a single draw command that takes a GenericDrawCommand parameter.
- Updated CSM code. Shadows now render in the correct position again. Still has issues.

724 IonutCava picture IonutCava Fri 10 Jun, 2016 08:20:23 +0000

- Remove accidentally added file

723 IonutCava picture IonutCava Fri 10 Jun, 2016 08:08:59 +0000

- Small bug fix in new RenderTarget code (drawMask enabled check comparison operator for colours was wrong)
- Race condition fix for multithreaded GPU dependent callbacks (context creation wasn’t thread safe)

722 IonutCava picture IonutCava Thu 09 Jun, 2016 16:15:33 +0000

- Restructure RenderTarget system:
— Separate attachments, use an attachment pool, use draw descriptors, require explicit information for RT calls, etc

721 IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

720 IonutCava picture IonutCava Mon 06 Jun, 2016 15:51:06 +0000

- PVS-Studio guided static analysis fixes and optimizations
- Added a flag to SceneState to bypass the Save/Load system not needed for certain types of scenes (menus, cinematics, etc)

719 IonutCava picture IonutCava Fri 03 Jun, 2016 16:20:08 +0000

- More SceneManager – ScenePool splitting of responsibilities
- DefaultScene will be the first scene loaded by the application. If nothing is specified in XML, it will default to "DefaultScene"

718 IonutCava picture IonutCava Thu 02 Jun, 2016 16:02:48 +0000

- Code cleanup:
— Rename Framebuffer to RenderTarget. Only OpenGL uses the Framebuffer nomenclature.
— Remove base Shader class as only OpenGL will have separate shaders (and eventually move to pipeline objects) as Direct3D uses FX files and may end up with different structure
— Remove drawBox3D, drawSphere3D and drawLines from GFXDevice class and add them as member functions to the IMPrimitive class (renamed to fromXYZ)
— Pull some elements from SceneManager and move them to standalone classes (W.I.P.)