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Divide-Framework

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Entry Size Revision Updated
branches 222 Wed 08 Jan, 2014 18:55:11 +0000
trunk 757 Mon 01 Aug, 2016 16:13:27 +0000

Commits for Divide-Framework/

Revision Author Commited Message
757 IonutCava picture IonutCava Mon 01 Aug, 2016 16:13:27 +0000

[IonutCava]
- Add glObjectLabel calls for easier debugging
- Add config option to disable all multithreaded rendering API calls

756 IonutCava picture IonutCava Fri 29 Jul, 2016 16:09:29 +0000

[IonutCava]
- Cleaned up material shader:
— Add explicit functions for material colour properties
— Separate Phong from PBR
— Remove texture count variable and use TEX_OPERATION_NONE for single texture
- Added a Shader compute queue that all materials share. This allows better frame time allocation for shader compilation
- Attempt to fix Task and TaskPool race conditions

755 IonutCava picture IonutCava Thu 28 Jul, 2016 16:17:25 +0000

[IonutCava]
- Update Todo

754 IonutCava picture IonutCava Thu 28 Jul, 2016 14:55:24 +0000

[IonutCava]
- Added required dll

753 IonutCava picture IonutCava Thu 28 Jul, 2016 14:26:48 +0000

[IonutCava]
- Very small cleanup and renaming changes
- Updated PhysX build as well

752 IonutCava picture IonutCava Wed 13 Jul, 2016 12:34:50 +0000

[IonutCava]
- If I could type, that’d be great.

751 IonutCava picture IonutCava Tue 12 Jul, 2016 12:15:10 +0000

[IonutCava]
- Fixed a typo in RingBuffer class
- Update PhysX dlls
- Improve InstallLibraries.bat batch file

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

748 IonutCava picture IonutCava Thu 30 Jun, 2016 18:59:05 +0000

[IonutCava]
- Bug fixing for the new shader recompile system