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Divide-Framework

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Entry Size Revision Updated
Headers 1029 Tue 30 Jan, 2018 17:28:39 +0000
RenderBin.cpp 5.7K 1012 Mon 15 Jan, 2018 17:21:32 +0000
RenderPass.cpp 14.4K 950 Sun 22 Oct, 2017 22:25:05 +0000
RenderPassCuller.cpp 6.3K 1012 Mon 15 Jan, 2018 17:21:32 +0000
RenderQueue.cpp 7.6K 1012 Mon 15 Jan, 2018 17:21:32 +0000

Commits for Divide-Framework/trunk/Source Code/Rendering/RenderPass

Revision Author Commited Message
1029 IonutCava picture IonutCava Tue 30 Jan, 2018 17:28:39 +0000

[Ionut]
- Update copyright notices

1012 IonutCava picture IonutCava Mon 15 Jan, 2018 17:21:32 +0000

[Ionut]
- Update boost to v1.66
- Performance optimizations

993 IonutCava picture IonutCava Sun 10 Dec, 2017 20:07:57 +0000

[Ionut]
- Finished initial port of the old scene graph system to the new ECS based system.
- Finished converting 2 components to the new ECS system: Transform and RigidBody
- Fixed the “Deploy” build error with the CEGUI OpenGL renderer.
- Compilation now needs C++14 support (it’s sufficiently wide-spread now)

950 IonutCava picture IonutCava Sun 22 Oct, 2017 22:25:05 +0000

[Ionut]
- Revamp camera management
- More work on improving the command buffer system:
— Performance tweaks
— Validation
— Debug features
- Some code cleanup for Object3D stuff (preRender/onRender changes)

Still haven’t fixed random flashing issue

947 IonutCava picture IonutCava Sun 08 Oct, 2017 22:36:54 +0000

[Ionut]
- Refactor command buffer pooling
- Remove all static commands in an attempt to fix rendering issues. Profile and rework later.

943 IonutCava picture IonutCava Tue 12 Sep, 2017 11:38:52 +0000

[IonutCava]
- Rework ThreadPool/Task system for clearer parent<->child relationship between tasks
— Disable Prio pool since it doesn’t work properly with the newest boost libraries
— Modify the C++11 threadpool to remove the boost dependency
- Reduce memory usage by allocating command buffers on use instead of on creation

942 IonutCava picture IonutCava Wed 06 Sep, 2017 20:45:37 +0000

[Ionut]
- Add more DLLs required by CEGUI
- Move CommandBuffer allocation from GFXDevice to GFX namespace

940 IonutCava picture IonutCava Fri 18 Aug, 2017 16:18:44 +0000

[Ionut]
- Generate GFX::CommandBuffers only from GFX::CommandBufferPools.
— We shouldn’t be allocating any new GFX::CommandBuffers at runtime now.
— ToDo: Add a similar system for Pipelines
- Add 2 command buffer pools to GFXDevice: a primary one used for rendering and a large, secondary one used for command generation

935 IonutCava picture IonutCava Tue 15 Aug, 2017 21:10:25 +0000

[IonutCava]
- Added debug scope (GL’s debug group) commands
- More bug fixes and optimizations

933 IonutCava picture IonutCava Tue 15 Aug, 2017 00:02:05 +0000

[Ionut]
- CommandBuffer Part 2/3: code compiles and splash screen renders and application doesn’t crash (still has drawing issues)