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Commits for Divide-Framework/

Revision Author Commited Message
924 IonutCava picture IonutCava Wed 02 Aug, 2017 20:29:19 +0000

- Rework RenderTarget binding. Now access is only available via the GFXRTPool
- Split RenderPassManager::doCustomPass into multiple steps for easier debugging and cleaner code
- Other small code cleanups

923 IonutCava picture IonutCava Tue 01 Aug, 2017 22:23:24 +0000

- Add (hack) new GL 4.6 KHR_NO_ERROR flag for non-GPU validated builds
- Disable GPU debug messages by default. Re-enabled only via a command line argument: “--enableGPUMessageGroups”.
- Cleanup GL texture and sampler binding
- Rework hash map insert and emplace
- Update SDL to 2.0.5

922 IonutCava picture IonutCava Mon 31 Jul, 2017 21:52:27 +0000

- Rework time and metric conversion functions to be more type independent
— Add nano-second support
— Properly detect arithmetic operands' types and decide conversion based on rank for maximum precision
— Add unit tests for time conversion cases
- Auto-adapt number of gl queries for frame timing based on performance
- Modify fontstash and glfonststash to batch upload vert data and to use vertex attrib format and vb binding instead of attrib pointers
— Sacrifice some CPU performance by chaning the structure of arrays to an array of structures for vert data, but gain performance from fewer API calls to OpenGL for uploading text data

921 IonutCava picture IonutCava Fri 28 Jul, 2017 17:46:23 +0000

- Fix HiZ Construction
- Fix Window close requests

920 IonutCava picture IonutCava Thu 27 Jul, 2017 22:16:17 +0000

- Attempt to fix HiZConstructions. Didn’t work, but fixed some bugs in the process.

919 IonutCava picture IonutCava Wed 26 Jul, 2017 22:37:18 +0000

- Add a configurable log printing system to the networking library.
- Remove the need to specify swap buffer necessity with endFrame calls. Swap buffer requirement is now a per-window property.
- Do not load an image file multiple times for the same texture. cache data for each array layer to speed up duplicates. ToDo: Cache data globally?
- Other small bugfixes

918 IonutCava picture IonutCava Fri 21 Jul, 2017 13:16:04 +0000

- Platform code robustness tweaks

917 IonutCava picture IonutCava Tue 18 Jul, 2017 17:39:01 +0000

- Update to PhysX 3.4

916 IonutCava picture IonutCava Thu 06 Jul, 2017 23:01:19 +0000

- Performance optimizations

915 IonutCava picture IonutCava Thu 06 Jul, 2017 21:56:16 +0000


914 IonutCava picture IonutCava Thu 06 Jul, 2017 21:50:27 +0000

- Terrain:
— Properly use terrain world matrix
— Make ToggleWireframe a compile time define since it’s rarely used
- Material:
— Do not assign ShaderProgram::defaultShader() to material shaderInfo slots by default (helps track bugs)
— Make sure we load shadow shaders in terrain and vegetation after pre-pass shader (to not override them)
- Wait for resources to fully load before unloading them

913 IonutCava picture IonutCava Thu 06 Jul, 2017 15:57:35 +0000

- All shaders that are assigned to a material should have SHADOW_PASS defined for shadow shaders and DEPTH_PASS for all depth pass shaders.
- Add a helper function to map a value from one range to another

912 IonutCava picture IonutCava Sun 02 Jul, 2017 23:42:39 +0000

- Add experimental Weighted Blended Order Independed Transparency (ref:
— 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

- 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

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

- 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

- 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

- 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

906 IonutCava picture IonutCava Mon 26 Jun, 2017 20:58:19 +0000

- Fix small issues with the previous commit

905 IonutCava picture IonutCava Mon 26 Jun, 2017 15:56:21 +0000

Untested code

- Rework RenderBin/RenderPass/RenderQueue system to allow per-bin type rendering decision
— Added to allow implementation of Weighted, Blended Order-Independent Transparency later on
- Better detection of transparency and translucency in textures and materials. Used to separate Alpha-Discard based geometry from OIT translucent geometry

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

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

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

- 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

- 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

- Fix shader issues in previous commit
- Fix splash screen gamma issue

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

- Add AntTweakBar support for easier debugging