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Divide-Framework

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Entry Size Revision Updated
Buffers 795 Wed 23 Nov, 2016 17:14:33 +0000
Direct3D 794 Tue 22 Nov, 2016 16:44:26 +0000
Headers 794 Tue 22 Nov, 2016 16:44:26 +0000
Null 334 Wed 10 Dec, 2014 17:21:22 +0000
OpenGL 795 Wed 23 Nov, 2016 17:14:33 +0000
Shaders 795 Wed 23 Nov, 2016 17:14:33 +0000
Textures 795 Wed 23 Nov, 2016 17:14:33 +0000
GenericCommandPool.cpp 382 bytes 726 Fri 10 Jun, 2016 16:13:52 +0000
GenericDrawCommand.cpp 4.1K 767 Mon 22 Aug, 2016 16:25:37 +0000
GFXDevice.cpp 24.4K 793 Sat 19 Nov, 2016 19:02:19 +0000
GFXDeviceDebug.cpp 6.3K 787 Wed 19 Oct, 2016 16:13:09 +0000
GFXDeviceDraw.cpp 14.3K 785 Tue 18 Oct, 2016 16:14:27 +0000
GFXDeviceObjects.cpp 8.9K 788 Fri 21 Oct, 2016 16:11:37 +0000
GFXDeviceState.cpp 18K 793 Sat 19 Nov, 2016 19:02:19 +0000
GFXRTPool.cpp 2.2K 790 Wed 02 Nov, 2016 17:06:20 +0000
GFXState.cpp 1.2K 714 Thu 26 May, 2016 16:26:23 +0000
GraphicsResource.cpp 401 bytes 777 Fri 07 Oct, 2016 16:14:48 +0000
IMPrimitive.cpp 6.4K 777 Fri 07 Oct, 2016 16:14:48 +0000
RenderPackage.cpp 4.2K 778 Mon 10 Oct, 2016 15:18:32 +0000
RenderStateBlock.cpp 7.8K 771 Tue 27 Sep, 2016 15:39:49 +0000
ScopedStates.cpp 586 bytes 762 Thu 11 Aug, 2016 16:18:35 +0000
TextureData.cpp 2.1K 777 Fri 07 Oct, 2016 16:14:48 +0000

Commits for Divide-Framework/trunk/Source Code/Platform/Video

Revision Author Commited Message
795 IonutCava picture IonutCava Wed 23 Nov, 2016 17:14:33 +0000

[IonutCava]
- Remove ULL. Use U64 instead
- Various small bug fixes and typos.

794 IonutCava picture IonutCava Tue 22 Nov, 2016 16:44:26 +0000

[IonutCava]
- Change SDL_GL_Context management from a pool-based system to a thread_local variable type System
- Reworked SceneGraphNode child access for safer and faster iteration.
— Added a forEachChild with multiple overloads to apply a lambda expression over every child of the target SGN
- Slight optimization to Text rendering by batching all labels due for rendering and submitting them at all at once

793 IonutCava picture IonutCava Sat 19 Nov, 2016 19:02:19 +0000

[IonutCava]
- Improve attachment count for RTAttachmentPool
- Improve shader compilation error message system
- First part of adding RenderDoc integration (add render doc files to the “RenderDoc” folder

792 IonutCava picture IonutCava Fri 18 Nov, 2016 16:08:45 +0000

[IonutCava]
- Allow RenderTarget attachments to keep the previous frame’s rendering result automatically. Specify if history should be saved via a bool flag on addition to the RenderTarget.

791 IonutCava picture IonutCava Thu 17 Nov, 2016 16:46:19 +0000

[IonutCava]
- Reworked PostFX filter list to allow multiple enable calls to the same effect (stack based)
- Added noise, vignette and underwater effects to the filter list available for PostFX
- Added better underwater camera detection

790 IonutCava picture IonutCava Wed 02 Nov, 2016 17:06:20 +0000

[IonutCava]
- Fix a few crashes:
— Missing language file during startup causes crash instead of log + exit
— Closing application causes crash due to RenderTarget cleanup of the GPU Object arena
-— Still not fully fixed: leaking graphics resources on shutdown
- Make mat and vec constructors and assignment operators “noexcept” (helps with usage in containers)
- Add a “NonMovable” class, similar to the “NonCopyable” class to help with readability in certain situations

788 IonutCava picture IonutCava Fri 21 Oct, 2016 16:11:37 +0000

[IonutCava]
- Added support for the Arena Allocator by Mamasha Knows (http://www.codeproject.com/Articles/44850/Arena-Allocator-DTOR-and-Embedded-Preallocated-Buf)
— Used for GFX Related objects: Textures, shaders, etc

787 IonutCava picture IonutCava Wed 19 Oct, 2016 16:13:09 +0000

[IonutCava]
- Added a Frustum debug rendering system

785 IonutCava picture IonutCava Tue 18 Oct, 2016 16:14:27 +0000

[IonutCava]
- Added better rendering debugging functionality (named render targets. Helps with GPU Profiling tools)
- Limit clip planes to the number of frustum planes (that should be enough and it also simplifies the code)

784 IonutCava picture IonutCava Mon 17 Oct, 2016 16:20:49 +0000

[IonutCava]
- Removed the CameraManager and move most of its functionality into static members of the Camera class
- Removed Camera push/pop system in favour of a stateless ptr based system to better fit the RenderPass structure