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Divide-Framework

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Entry Size Revision Updated
Buffers 893 Sun 18 Jun, 2017 17:33:07 +0000
Direct3D 893 Sun 18 Jun, 2017 17:33:07 +0000
Headers 893 Sun 18 Jun, 2017 17:33:07 +0000
Null 334 Wed 10 Dec, 2014 17:21:22 +0000
OpenGL 893 Sun 18 Jun, 2017 17:33:07 +0000
Shaders 892 Mon 15 May, 2017 20:43:39 +0000
Textures 893 Sun 18 Jun, 2017 17:33:07 +0000
GenericCommandPool.cpp 405 bytes 890 Sun 14 May, 2017 20:54:59 +0000
GenericDrawCommand.cpp 4.1K 893 Sun 18 Jun, 2017 17:33:07 +0000
GFXDevice.cpp 29.1K 893 Sun 18 Jun, 2017 17:33:07 +0000
GFXDeviceDebug.cpp 9.4K 893 Sun 18 Jun, 2017 17:33:07 +0000
GFXDeviceDraw.cpp 16.8K 893 Sun 18 Jun, 2017 17:33:07 +0000
GFXDeviceObjects.cpp 8.9K 893 Sun 18 Jun, 2017 17:33:07 +0000
GFXDeviceState.cpp 19.2K 893 Sun 18 Jun, 2017 17:33:07 +0000
GFXRTPool.cpp 2.7K 890 Sun 14 May, 2017 20:54:59 +0000
GFXShaderData.cpp 2.1K 890 Sun 14 May, 2017 20:54:59 +0000
GFXState.cpp 1.2K 890 Sun 14 May, 2017 20:54:59 +0000
GraphicsResource.cpp 461 bytes 890 Sun 14 May, 2017 20:54:59 +0000
IMPrimitive.cpp 6.3K 893 Sun 18 Jun, 2017 17:33:07 +0000
Pipeline.cpp 1.6K 893 Sun 18 Jun, 2017 17:33:07 +0000
RenderPackage.cpp 4.3K 890 Sun 14 May, 2017 20:54:59 +0000
RenderStateBlock.cpp 7.2K 890 Sun 14 May, 2017 20:54:59 +0000
ScopedStates.cpp 988 bytes 890 Sun 14 May, 2017 20:54:59 +0000
TextureData.cpp 2.4K 890 Sun 14 May, 2017 20:54:59 +0000

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

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

892 IonutCava picture IonutCava Mon 15 May, 2017 20:43:39 +0000

[Ionut]
- Miscellaneous bug fixes

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

889 IonutCava picture IonutCava Tue 04 Apr, 2017 16:01:34 +0000

[IonutCava]
- Rework uniform passing/caching to better work with shader recompilation
- Cleanup shaders a bit for better performance

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

884 IonutCava picture IonutCava Mon 27 Mar, 2017 15:32:26 +0000

[Ionut]
- More terrain work

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