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Divide-Framework

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Entry Size Revision Updated
AI 828 Mon 23 Jan, 2017 17:19:22 +0000
Core 829 Tue 24 Jan, 2017 17:28:39 +0000
Dynamics 829 Tue 24 Jan, 2017 17:28:39 +0000
Environment 829 Tue 24 Jan, 2017 17:28:39 +0000
Geometry 829 Tue 24 Jan, 2017 17:28:39 +0000
Graphs 829 Tue 24 Jan, 2017 17:28:39 +0000
GUI 829 Tue 24 Jan, 2017 17:28:39 +0000
HotReloading 768 Fri 09 Sep, 2016 14:38:51 +0000
Libs 817 Sun 15 Jan, 2017 21:29:59 +0000
Managers 829 Tue 24 Jan, 2017 17:28:39 +0000
Networking 827 Sun 22 Jan, 2017 21:59:36 +0000
Physics 829 Tue 24 Jan, 2017 17:28:39 +0000
Platform 829 Tue 24 Jan, 2017 17:28:39 +0000
Rendering 829 Tue 24 Jan, 2017 17:28:39 +0000
Scenes 829 Tue 24 Jan, 2017 17:28:39 +0000
Server 827 Sun 22 Jan, 2017 21:59:36 +0000
UnitTests 817 Sun 15 Jan, 2017 21:29:59 +0000
Utility 829 Tue 24 Jan, 2017 17:28:39 +0000
config.h 11.5K 785 Tue 18 Oct, 2016 16:14:27 +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 804 Thu 01 Dec, 2016 17:20:59 +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
829 IonutCava picture IonutCava Tue 24 Jan, 2017 17:28:39 +0000

[IonutCava]
- Separate resourceLocation for resources into resourceLocation and resourceName.
- More XML config loading refactoring

828 IonutCava picture IonutCava Mon 23 Jan, 2017 17:19:22 +0000

[Ionut]
- XML loading/saving cleanup PART I

827 IonutCava picture IonutCava Sun 22 Jan, 2017 21:59:36 +0000

[IonutCava]
- ShaderBuffers now decide heuristically if they get persistently mapped or not (depends on size. Current limit is 512Kb for subData calls.
- Separate visible node command generation into 2 steps: onRender and getDrawPackage. onRender allows the creation of parallel tasks that should finish by the time the second call, getDrawPackage reaches the same node
- Update ParticleEmitter to take into account multiple players and increase parallelism at the cost of memory consumption and complexity.
- Add a default bounding box for Players (add extents to SceneTransform nodes)
- All buffers (ShaderBuffer, d3dConstantBuffer, glUniformBuffer, glBufferImpl, glGenericBuffer, etc) use BufferParams for creation.
— Constructor and create calls have been merged together

826 IonutCava picture IonutCava Fri 20 Jan, 2017 17:11:41 +0000

[IonutCava]
- Persistent buffer optimisations

825 IonutCava picture IonutCava Fri 20 Jan, 2017 14:35:31 +0000

[IonutCava]
- Small corrections and optimizations to the TaskPool
- Fix buffer update bug in LightPool

824 IonutCava picture IonutCava Thu 19 Jan, 2017 17:18:03 +0000

[IonutCava]
- Prev Frame attachment system removed from RenderTargets
— Concept too high level for RT. Moved prev depth buffer to GFX class
- Other small optimizations.

823 IonutCava picture IonutCava Wed 18 Jan, 2017 17:11:00 +0000

[IonutCava]
- Fix some issues with Camera initialisation code.
- ToDo: Cleanup camera class. (e.g. setRotation / setGlobalRotation calls)

822 IonutCava picture IonutCava Tue 17 Jan, 2017 22:47:06 +0000

[IonutCava]
- Fix postFX per player rendering
- Fix player remove code (wasn’t removing nodes)

821 IonutCava picture IonutCava Tue 17 Jan, 2017 17:15:45 +0000

[IonutCava]
- Profile guided optimizations

820 IonutCava picture IonutCava Mon 16 Jan, 2017 23:33:52 +0000

[IonutCava]
- Forgot one line of code. Led to driver crashes ...