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Divide-Framework

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Entry Size Revision Updated
AI 777 Fri 07 Oct, 2016 16:14:48 +0000
Core 778 Mon 10 Oct, 2016 15:18:32 +0000
Dynamics 776 Thu 06 Oct, 2016 15:57:56 +0000
Environment 778 Mon 10 Oct, 2016 15:18:32 +0000
Geometry 777 Fri 07 Oct, 2016 16:14:48 +0000
Graphs 778 Mon 10 Oct, 2016 15:18:32 +0000
GUI 764 Mon 22 Aug, 2016 15:38:11 +0000
HotReloading 768 Fri 09 Sep, 2016 14:38:51 +0000
Libs 758 Tue 02 Aug, 2016 16:05:09 +0000
Managers 778 Mon 10 Oct, 2016 15:18:32 +0000
Networking 758 Tue 02 Aug, 2016 16:05:09 +0000
Physics 760 Tue 09 Aug, 2016 16:30:12 +0000
Platform 779 Mon 10 Oct, 2016 15:31:45 +0000
Rendering 779 Mon 10 Oct, 2016 15:31:45 +0000
Scenes 778 Mon 10 Oct, 2016 15:18:32 +0000
Server 721 Wed 08 Jun, 2016 15:47:49 +0000
UnitTests 750 Thu 07 Jul, 2016 16:02:03 +0000
Utility 773 Tue 04 Oct, 2016 15:53:18 +0000
config.h 11.2K 760 Tue 09 Aug, 2016 16:30:12 +0000
engineMain.cpp 2.1K 768 Fri 09 Sep, 2016 14:38:51 +0000
engineMain.h 1.8K 768 Fri 09 Sep, 2016 14:38:51 +0000
main.cpp 421 bytes 768 Fri 09 Sep, 2016 14:38:51 +0000
readme.h 2.5K 721 Wed 08 Jun, 2016 15:47:49 +0000
SceneList.h 3.6K 719 Fri 03 Jun, 2016 16:20:08 +0000
ToDo.h 4.7K 755 Thu 28 Jul, 2016 16:17:25 +0000

Commits for Divide-Framework/trunk/Source Code

Revision Author Commited Message
779 IonutCava picture IonutCava Mon 10 Oct, 2016 15:31:45 +0000

[IonutCava]
- Frustum calculation bug fix

778 IonutCava picture IonutCava Mon 10 Oct, 2016 15:18:32 +0000

[IonutCava]
- Rendering abstraction cleanup

777 IonutCava picture IonutCava Fri 07 Oct, 2016 16:14:48 +0000

[IonutCava]
- Continue to implement CommandBuffer / RenderPass / RenderSubPass system.
— Rendering artefacts are still present.

776 IonutCava picture IonutCava Thu 06 Oct, 2016 15:57:56 +0000

[IonutCava]
- Improve the CommandBuffer system to include the notion of a RenderPass /RenderSubPass with output render target info stored in them (not used yet)

775 IonutCava picture IonutCava Wed 05 Oct, 2016 15:54:54 +0000

[IonutCava]
- Cleanup RenderTarget <-> RTAttachment relation
- Multisampled render target state is now deduced based on attachments used

774 IonutCava picture IonutCava Wed 05 Oct, 2016 13:42:22 +0000

[IonutCava]
- Removed glRTAttachment. Placed texture ptr in parent RTAttachment.
- Removed depth buffer auto generation for framebuffers. All attachments must now be explicit.

773 IonutCava picture IonutCava Tue 04 Oct, 2016 15:53:18 +0000

[IonutCava]
- Split GenericDrawCommand gathering system into Init/Update to facilitate future threading support
- Fix drawCount() == 0 case in submitRenderCommand
- Make _cameraPool (more) threadsafe

772 IonutCava picture IonutCava Thu 29 Sep, 2016 15:50:57 +0000

[IonutCava]
- Better GPU Vendor / Renderer detection

771 IonutCava picture IonutCava Tue 27 Sep, 2016 15:39:49 +0000

[IonutCava]
- Modify GFXDevice::flushRenderQueues so that it creates command buffers instead of directly calling rendering calls:
— Command buffers contain buffer, shader, texture and geometry info
— Command buffer state is now parsed and set at the API level instead of GFXDevice level
— This will allow easier porting to low level APIs later on
- Indirect draw is now a GenericDrawCommand render option instead of an explicit buffer draw parameter

770 IonutCava picture IonutCava Tue 20 Sep, 2016 16:12:27 +0000

[IonutCava]
- Prepare velocity map calculation (later used for temporal AA and motion blur):
— Add a previous depth buffer render target that blits the main depth buffer at the end of the frame
— Add a new render target to the screen FBO: velocity map
- Store normals as RG instead of RGB and pack/unpack in shaders. (compute >>>> bandwith)
- Rename Forward+ renderer to something more descriptive

(Requires deletion of all parsed & cached data)