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Divide-Framework

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Entry Size Revision Updated
Debugging 890 Sun 14 May, 2017 20:54:59 +0000
Headers 891 Mon 15 May, 2017 16:18:45 +0000
Math 893 Sun 18 Jun, 2017 17:33:07 +0000
MemoryManagement 890 Sun 14 May, 2017 20:54:59 +0000
Networking 890 Sun 14 May, 2017 20:54:59 +0000
Resources 893 Sun 18 Jun, 2017 17:33:07 +0000
TemplateLibraries 869 Sun 26 Feb, 2017 23:25:54 +0000
Time 890 Sun 14 May, 2017 20:54:59 +0000
Application.cpp 6K 890 Sun 14 May, 2017 20:54:59 +0000
ByteBuffer.cpp 2K 893 Sun 18 Jun, 2017 17:33:07 +0000
Configuration.cpp 5.9K 893 Sun 18 Jun, 2017 17:33:07 +0000
Console.cpp 5.8K 891 Mon 15 May, 2017 16:18:45 +0000
EngineTaskPool.cpp 1.8K 890 Sun 14 May, 2017 20:54:59 +0000
GUIDWrapper.cpp 207 bytes 890 Sun 14 May, 2017 20:54:59 +0000
Kernel.cpp 34.6K 893 Sun 18 Jun, 2017 17:33:07 +0000
PlatformContext.cpp 1.6K 890 Sun 14 May, 2017 20:54:59 +0000
StringHelper.cpp 2.9K 890 Sun 14 May, 2017 20:54:59 +0000
TaskPool.cpp 7.9K 890 Sun 14 May, 2017 20:54:59 +0000
WindowManager.cpp 8.8K 890 Sun 14 May, 2017 20:54:59 +0000
XMLEntryData.cpp 1.2K 893 Sun 18 Jun, 2017 17:33:07 +0000

Commits for Divide-Framework/trunk/Source Code/Core

Revision Author Commited Message
893 IonutCava picture IonutCava Sun 18 Jun, 2017 17:33:07 +0000

[Ionut]
- Initial implementation of a PipelineStateObject (holds shader program, rasterizer state, etc)
- Rework PCH implementation a bit because VS2017 no longer has a /ZM option

891 IonutCava picture IonutCava Mon 15 May, 2017 16:18:45 +0000

[Ionut]
- Some memory-friendly optimizations

890 IonutCava picture IonutCava Sun 14 May, 2017 20:54:59 +0000

[Ionut]
- Add pre-compiled header support
- Initial code for per-stage tessellation computation

886 IonutCava picture IonutCava Wed 29 Mar, 2017 23:36:51 +0000

[Ionut]
- Initial code for multiple water block support (position + length/width/depth)

885 IonutCava picture IonutCava Mon 27 Mar, 2017 21:16:49 +0000

[Ionut]
- Match terrain collision mesh with rendered mesh

883 IonutCava picture IonutCava Fri 24 Mar, 2017 17:15:58 +0000

[IonutCava]
- More terrain work
- Removed GS-based multi pass for shadows. Replaced with a regular multi-draw submit system (ease-of-use reasons)

882 IonutCava picture IonutCava Thu 23 Mar, 2017 16:49:48 +0000

[IonutCava]
- More work on tessellated terrain rendering: got the mesh to render properly and match the collision mesh’s layout.
- Fixed a bug with GenericDrawCommand RenderOptions
- Added a “query number of generated primitives” option to GenericDrawCommand

880 IonutCava picture IonutCava Mon 20 Mar, 2017 17:27:13 +0000

[IonutCava]
- New tessellated terrain system based on this: http://victorbush.com/2015/01/tessellated-terrain/
— Work in progress: hardcoded values, new code is in Test namespace
- Split terrain geometry in two:
— tessellated rendering data
— physics verts + indices (used for collisions, vegetation, etc)
- Old Chunk system is used only for culling objects and speeding up collision detection

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.)