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Divide-Framework

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Entry Size Revision Updated
CEGUIAddons 902 Sun 25 Jun, 2017 16:56:57 +0000
GUIEditor 902 Sun 25 Jun, 2017 16:56:57 +0000
Headers 912 Sun 02 Jul, 2017 23:42:39 +0000
GUI.cpp 15.3K 912 Sun 02 Jul, 2017 23:42:39 +0000
GUIButton.cpp 3.3K 890 Sun 14 May, 2017 20:54:59 +0000
GUIConsole.cpp 8K 909 Thu 29 Jun, 2017 23:57:18 +0000
GUIConsoleCommandParser.cpp 10.6K 909 Thu 29 Jun, 2017 23:57:18 +0000
GUIElement.cpp 634 bytes 912 Sun 02 Jul, 2017 23:42:39 +0000
GuiFlash.cpp 369 bytes 890 Sun 14 May, 2017 20:54:59 +0000
GUIInterface.cpp 8.5K 909 Thu 29 Jun, 2017 23:57:18 +0000
GUIMessageBox.cpp 3K 890 Sun 14 May, 2017 20:54:59 +0000
GUISplash.cpp 2.3K 907 Wed 28 Jun, 2017 23:16:40 +0000
GUIText.cpp 1.3K 909 Thu 29 Jun, 2017 23:57:18 +0000
SceneGUIElements.cpp 2.2K 890 Sun 14 May, 2017 20:54:59 +0000

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

Revision Author Commited Message
912 IonutCava picture IonutCava Sun 02 Jul, 2017 23:42:39 +0000

[Ionut]
- Add experimental Weighted Blended Order Independed Transparency (ref: http://casual-effects.blogspot.co.uk/2015/03/implemented-weighted-blended-order.html)
— Add per drawbuffer blend
— All translucent renderbin items go via the new OIT 2-step rendering: accumulation and composition
- Make sure we have proper blend enabled for text rendering
- Add a primitive form of PushConstants (unused yet. Emulated via Uniform calls)
- Fix bug with XMLParser not using case insensitive key lookups

909 IonutCava picture IonutCava Thu 29 Jun, 2017 23:57:18 +0000

[Ionut]
- Rework RenderTarget class
— RTAttachment now deal with textures directly
— RT size needs to be specified upfront
- Application class is no longer a Singleton but passed around in the PlatformContext

907 IonutCava picture IonutCava Wed 28 Jun, 2017 23:16:40 +0000

[Ionut]
- Rework texture loading, mip map generation, sampler usage, etc
- ResourceDescriptor for textures now ONLY takes a TextureDescriptor as a property descriptor. Sampler must be assigned to the tex descriptor:
— ToDo: Separate samplers completely from textures and assign them from a pool to textures at bind time

903 IonutCava picture IonutCava Sun 25 Jun, 2017 18:55:02 +0000

[IonutCava]
- Rework DebugInterface to be part of the PlatformContext and to allow adding of AntTweakBar elements via easy to use descriptors

902 IonutCava picture IonutCava Sun 25 Jun, 2017 16:56:57 +0000

[Ionut]
- Rework input system a bit for easier maintenance and readability
- Toggle AntTweakBar display using CTRL+F11

901 IonutCava picture IonutCava Fri 23 Jun, 2017 20:20:21 +0000

[Ionut]
- Fix shader issues in previous commit
- Fix splash screen gamma issue

899 IonutCava picture IonutCava Fri 23 Jun, 2017 15:37:44 +0000

[IonutCava]
- Move sRGB conversion and fog calculation to post-processing stages (fog in postProcessing using the depth buffer and sRGB in the presentToScreen step)
- Split the bloom.glsl file into multiple shaders: bloom, tonemap and luminanceCalc for ease of use purposes
- Rework RenderBin sorting: sort translucent/transparent nodes by material in depth passes
- Sort order is no longer part of RenderBin for better control

895 IonutCava picture IonutCava Wed 21 Jun, 2017 21:10:26 +0000

[IonutCava]
- Reorder and cleanup OpenGL backend a bit.
- Small code cleanup
- Some small profile-guided optimizations

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