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Divide-Framework

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Entry Size Revision Updated
CubeScene 721 Wed 08 Jun, 2016 15:47:49 +0000
DefaultScene 721 Wed 08 Jun, 2016 15:47:49 +0000
FlashScene 721 Wed 08 Jun, 2016 15:47:49 +0000
Headers 727 Tue 14 Jun, 2016 16:01:38 +0000
MainScene 721 Wed 08 Jun, 2016 15:47:49 +0000
NetworkScene 721 Wed 08 Jun, 2016 15:47:49 +0000
PhysXScene 727 Tue 14 Jun, 2016 16:01:38 +0000
PingPongScene 721 Wed 08 Jun, 2016 15:47:49 +0000
ReflectionScene 717 Wed 01 Jun, 2016 16:09:11 +0000
ShadowScene 717 Wed 01 Jun, 2016 16:09:11 +0000
TenisScene 726 Fri 10 Jun, 2016 16:13:52 +0000
WarScene 727 Tue 14 Jun, 2016 16:01:38 +0000
Scene.cpp 38.9K 721 Wed 08 Jun, 2016 15:47:49 +0000
SceneInput.cpp 13.7K 703 Wed 11 May, 2016 15:44:57 +0000
SceneInputActions.cpp 2.5K 703 Wed 11 May, 2016 15:44:57 +0000
ScenePool.cpp 3.6K 722 Thu 09 Jun, 2016 16:15:33 +0000
SceneShaderData.cpp 839 bytes 727 Tue 14 Jun, 2016 16:01:38 +0000
SceneState.cpp 1.8K 727 Tue 14 Jun, 2016 16:01:38 +0000

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

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

[IonutCava]
- 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

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

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

[IonutCava]
- 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

[IonutCava]
- 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

[IonutCava]
- 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

[IonutCava]
- 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

[IonutCava]
- 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.)

717 IonutCava picture IonutCava Wed 01 Jun, 2016 16:09:11 +0000

[IonutCava]
- Added initial code for 2 test scenes: ShadowScene and ReflectionScene that will be used to fix and update the shadowing and the reflection systems respectively
- More scene switch bug fixes
— XML scene data is now optional. Scenes can be created entirely form code if needed

716 IonutCava picture IonutCava Tue 31 May, 2016 16:08:29 +0000

[IonutCava]
- Multithreaded scene load/unload fixes:
— Added postLoadMainThread call for scenes for thread sensitive loading steps
— GUI element adding is a thread sensitive loading step (a fast one) because CEGUI doesn’t handle threading
- Added REALTIME_WITH_CALLBACK task priority for tasks that need an immediate callback when they complete instead of using the flushCallbackQueue system.
- Some work on shadow mapping for getting it to work again
- ShaderPrograms that fail to load can cause a LockManager infinite wait. Delete the lockManager if the shader didn’t load to avoid waiting on commands that never get called.

715 IonutCava picture IonutCava Fri 27 May, 2016 16:19:22 +0000

[IonutCava]
- Added initial Fade In / Fade Out post effect (used for scene transitions for now)
- Added a GUI Interface that handles a list of GUI elements (used by GUI and SceneGUIElements)
- Fixed some race conditions related to multi-threaded scene loading (a lot remain to be fixed)
- Improved per-thread GPU sync system a bit
- Simplified Singleton define macros (although we should get rid of singletons all together)