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Divide-Framework

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Entry Size Revision Updated
Buffers 912 Sun 02 Jul, 2017 23:42:39 +0000
glsw 879 Sun 19 Mar, 2017 19:29:46 +0000
Headers 912 Sun 02 Jul, 2017 23:42:39 +0000
Shaders 912 Sun 02 Jul, 2017 23:42:39 +0000
Text 872 Mon 06 Mar, 2017 23:23:20 +0000
Textures 909 Thu 29 Jun, 2017 23:57:18 +0000
GLError.cpp 2.7K 890 Sun 14 May, 2017 20:54:59 +0000
glHardwareQuery.cpp 2.3K 909 Thu 29 Jun, 2017 23:57:18 +0000
glHardwareQueryPool.cpp 1.1K 909 Thu 29 Jun, 2017 23:57:18 +0000
glIMPrimitive.cpp 3.8K 904 Sun 25 Jun, 2017 21:38:57 +0000
glLockManager.cpp 1.8K 890 Sun 14 May, 2017 20:54:59 +0000
glResources.cpp 21.2K 909 Thu 29 Jun, 2017 23:57:18 +0000
GLStates.cpp 25.7K 912 Sun 02 Jul, 2017 23:42:39 +0000
GLWrapper.cpp 38.7K 912 Sun 02 Jul, 2017 23:42:39 +0000
SDLWindowWrapper.cpp 18.5K 912 Sun 02 Jul, 2017 23:42:39 +0000

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

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

911 IonutCava picture IonutCava Fri 30 Jun, 2017 21:08:09 +0000

[Ionut]
- Use RTAttachmentDescriptor and RenderTargetDescriptor to initialise render targets.
— All formats and attachments need to be specified upfront!

910 IonutCava picture IonutCava Fri 30 Jun, 2017 00:24:24 +0000

[Ionut]
Fix text rendering
- Initialise 2D camera with the startup resolution
- Invert Y position for text

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

908 IonutCava picture IonutCava Thu 29 Jun, 2017 15:56:53 +0000

[Ionut]
- Texture’s MSAA sample count is now a property of the TextureDescriptor
- Add extra SDL validation as well as fallback for too high MSAA sample count specified

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

904 IonutCava picture IonutCava Sun 25 Jun, 2017 21:38:57 +0000

[Ionut]
- Rework the way GPU queries are handled via GenericDrawCommand rendering options.

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

900 IonutCava picture IonutCava Fri 23 Jun, 2017 16:00:28 +0000

[Ionut]
- Add AntTweakBar support for easier debugging

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