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Divide-Framework

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Entry Size Revision Updated
GenericCommandPool.h 1.5K 836 Fri 27 Jan, 2017 14:59:56 +0000
GenericDrawCommand.h 5K 836 Fri 27 Jan, 2017 14:59:56 +0000
GFXDevice.h 20.7K 863 Wed 15 Feb, 2017 16:27:26 +0000
GFXDevice.inl 4.6K 852 Tue 07 Feb, 2017 17:17:27 +0000
GFXRTPool.h 2.9K 836 Fri 27 Jan, 2017 14:59:56 +0000
GFXShaderData.h 2.4K 836 Fri 27 Jan, 2017 14:59:56 +0000
GFXShaderData.inl 1.7K 836 Fri 27 Jan, 2017 14:59:56 +0000
GFXState.h 2.8K 858 Sun 12 Feb, 2017 20:55:05 +0000
GraphicsResource.h 1.6K 836 Fri 27 Jan, 2017 14:59:56 +0000
IMPrimitive.h 6K 842 Wed 01 Feb, 2017 17:25:15 +0000
OcclusionQuery.h 2K 836 Fri 27 Jan, 2017 14:59:56 +0000
RenderAPIEnums.h 13.3K 852 Tue 07 Feb, 2017 17:17:27 +0000
RenderAPIWrapper.h 5.5K 852 Tue 07 Feb, 2017 17:17:27 +0000
RenderDrawCommands.h 3.2K 836 Fri 27 Jan, 2017 14:59:56 +0000
RenderPackage.h 2.7K 836 Fri 27 Jan, 2017 14:59:56 +0000
RenderStateBlock.h 5.8K 836 Fri 27 Jan, 2017 14:59:56 +0000
ScopedStates.h 2.3K 849 Mon 06 Feb, 2017 13:04:17 +0000
TextureData.h 3.7K 836 Fri 27 Jan, 2017 14:59:56 +0000

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

Revision Author Commited Message
863 IonutCava picture IonutCava Wed 15 Feb, 2017 16:27:26 +0000

[IonutCava]
- Split Resource class into Resource and CachedResource
— CachedResource is the only resource held in a ResourceCache and loaded from a ResourceDescriptor
— CachedResource is mapped by its creation descriptor’s hash value, instead of the resource name
-— Multiple cached resources can now exist with the same name if the have different properties, for example.

858 IonutCava picture IonutCava Sun 12 Feb, 2017 20:55:05 +0000

[IonutCava]
- More resource loading updates

852 IonutCava picture IonutCava Tue 07 Feb, 2017 17:17:27 +0000

[IonutCava]
- Separate Pass Type from Render Stage:
— Render Stage: Display, Shadow, Reflection, Refraction, etc
— Pass Type: Depth pass, Colour Pass, etc
- ToDo: Bug fixes for issues introduced with this change

851 IonutCava picture IonutCava Mon 06 Feb, 2017 23:38:14 +0000

[IonutCava]
- Replaced most RenderStage params with RenderStagePass types
- More work on water rendering

850 IonutCava picture IonutCava Mon 06 Feb, 2017 17:04:39 +0000

[IonutCava]
- More code rot fixes
- Separate Planar reflectors/refractors from Cube R/R
- Now passing detail levels to shaders

849 IonutCava picture IonutCava Mon 06 Feb, 2017 13:04:17 +0000

[IonutCava]
- Add a debug message push/pop system to make frame analysis in external apps easier (e.g. in RenderDoc)

847 IonutCava picture IonutCava Sun 05 Feb, 2017 21:16:24 +0000

[IonutCava]
- Code rot fixes:
— Terrain loading (8 bit heightmap only for now)
— Terrain rendering
— Water Plane loading and rendering
— Reflection and Refraction rendering passes (hack for now: need environment cubemaps as separate from reflect/refract maps for planar rendering)
-— ToDo: Separate Reflection / Refraction render targets to Planar R/R and Cube R/R. Environment probes should use Cube Reflections, Water should use planar reflection targets.
- Added a way to register debug views: texture, shader and params. Viewports get automatically scaled and positioned
— ToDo: Add a hover-preview feature
— ToDo: Add a click-lock preview feature

842 IonutCava picture IonutCava Wed 01 Feb, 2017 17:25:15 +0000

[IonutCava]
- Start to implement scripting support via ChaiScript: http://chaiscript.com/
- Cleanup DELEGATE_CBK alias

836 IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

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