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Entry Size Revision Updated
VisualStudioProjects 750 Thu 07 Jul, 2016 16:02:03 +0000
Divide.sln 9.9K 750 Thu 07 Jul, 2016 16:02:03 +0000

Commits for Divide-Framework/trunk/VCData

Revision Author Commited Message
750 IonutCava picture IonutCava Thu 07 Jul, 2016 16:02:03 +0000

[IonutCava]
- Static analysis based fixes and improvements

749 IonutCava picture IonutCava Mon 04 Jul, 2016 16:01:34 +0000

[IonutCava]
- Added initial environment mapping code:
— Allow adding, per scene, of multiple environment probes that generate cube map reflections
— Support 2 types of probes: infinite (such as sky only probes) and local. Local probes use an AABB that will later be used for parallax correction
— Probes are held in a scene specific pool, can be updated at different rates and their results can be passed on to materials (if materials don’t need specific reflection systems such as for water or mirrors)
- ToDo:
— Blend between probes (currently, only the closes one is selected)
— Reduce VRAM usage
— Set as fallback for screen space reflections

745 IonutCava picture IonutCava Wed 29 Jun, 2016 20:14:50 +0000

[IonutCava]
- Added on click sounds for buttons
- Added music playlist options for scenes (configurable via XML)
- Cache sound chunks and music files in SDLWrapper.cpp

744 IonutCava picture IonutCava Tue 28 Jun, 2016 21:43:58 +0000

[IonutCava]
- More performance tweaks

740 IonutCava picture IonutCava Sat 25 Jun, 2016 17:09:50 +0000

[IonutCava]
- More scene changing related fixes
- GUIDWrapper is now a core feature instead of a utility

734 IonutCava picture IonutCava Tue 21 Jun, 2016 16:28:11 +0000

[IonutCava]
- Added a render target pool:
— All render targets are now allocated (and tracked) by the GFXDevice.
— Allocation routines return a slim RenderTargetHandle object that will be used later on in draw commands.

- Added a refraction render pass that will handle translucent objects that need refracted textures instead of clear transparency
— Both reflective nodes and refractive nodes are not gathered properly at this point

- All API specific objects (buffers, textures, etc) are now initialized in the GFXDevice class (see GFXDeviceObjects.cpp)
— This allowed for the slimming of the RenderAPIWrapper interface

- Improved ENABLE_GPU_VALIDATION macro utilization:
— It enabled shadow map split plane debugging
— It bypasses loading shaders from text cache

728 IonutCava picture IonutCava Wed 15 Jun, 2016 16:04:33 +0000

[IonutCava]
- Updates and fixes to shadow mapping.
- Fixed a race condition in console::output regarding redirection of events to the GUI
- Attempting to fix particle emitter:
— Rewrite GenericVertexData for easier debugging/processing
— Split attributes and buffers into separate classes
— Not finished / buggy / crashes
- Fixed an issue with scene switching regarding PhysicsSceneInterface. Caused race conditions related crashes
- Fixed an issue with scene save data loading. Moved Load system to main thread after loading finishes

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