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Divide-Framework

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Entry Size Revision Updated
GUI 318 Sat 30 Aug, 2014 17:35:53 +0000
misc_images 624 Sun 17 Jan, 2016 21:03:25 +0000
models 670 Wed 06 Apr, 2016 16:21:35 +0000
music 159 Tue 09 Jul, 2013 16:47:05 +0000
navMeshes 159 Tue 09 Jul, 2013 16:47:05 +0000
Scripts 847 Sun 05 Feb, 2017 21:16:24 +0000
shaders 879 Sun 19 Mar, 2017 19:29:46 +0000
sounds 159 Tue 09 Jul, 2013 16:47:05 +0000
terrain 670 Wed 06 Apr, 2016 16:21:35 +0000
textures 258 Tue 15 Apr, 2014 15:26:22 +0000
counter.swf 1.4K 77 Sun 12 Jun, 2011 11:45:40 +0000
shared-fonts.swf 109K 76 Sun 22 May, 2011 10:38:25 +0000
test.swf 1.4K 76 Sun 22 May, 2011 10:38:25 +0000

Commits for Divide-Framework/trunk/assets

Revision Author Commited Message
879 IonutCava picture IonutCava Sun 19 Mar, 2017 19:29:46 +0000

[IonutCava]
- GLSL updates:
— Interface block correction to support tessellation shaders automatically
— Fixed line counting issues with the preprocessor

877 IonutCava picture IonutCava Thu 16 Mar, 2017 21:55:59 +0000

[IonutCava]
- Reflection updates
- Sky parallax fixes
- Initial support for Tessellation patches (used by the new terrain system – W.I.P.)

875 IonutCava picture IonutCava Tue 14 Mar, 2017 16:59:38 +0000

[IonutCava]
- Cleanup and optimizations

874 IonutCava picture IonutCava Mon 13 Mar, 2017 17:29:45 +0000

[IonutCava]
- Fix boundingbox skewing bug.
- Optimise frustum collision checks by adding a plane-cache system.
— ToDo: solve mutable status of _frustPlaneCache
— ToDo: TRIPLE check results to avoid false-positives
- Speedup terrain by not stack-allocating QuadtreeNodes in a QuadtreeChildren container instead of new-ing each one of them.

859 IonutCava picture IonutCava Mon 13 Feb, 2017 17:18:06 +0000

[IonutCava]
- Multi-threaded mesh load
- ByteBuffer fixes and unit test

853 IonutCava picture IonutCava Tue 07 Feb, 2017 21:43:58 +0000

[IonutCava]
- 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

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

846 IonutCava picture IonutCava Fri 03 Feb, 2017 22:41:05 +0000

[IonutCava]
- More scripting work

844 IonutCava picture IonutCava Thu 02 Feb, 2017 21:49:28 +0000

[IonutCava]
- More scripting prep work and experiments