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Summary Period: 2001-10-01 to 2001-09-21 (Commits 6245-6294 of 12744)
bugfix.
2 lines of code changed in:
made the following changes:
- modified iTextureList, iMaterialList and iSectorList to contain equivalent
functions and also added some functions. This means that
iSectorList::GetSector() has been renamed to Get().
- added Delete(pointer) to csBasicVector, csVector, typed vectors and
object vectors.
- changed csMovableSectorList to use the object vector macro (nodelete
version)
- started to clean up the region code
269 lines of code changed in:
Removed debbuging output, since csRectRegion seems stable.
1 lines of code changed in:
added some safety checks for missing plugins to the level loader and
removed the unused reference to the motion manager.
21 lines of code changed in:
added ParseTexture, ParseWarp and ParsePoly3d to syntaxservices. this will be handy for writing your own thing addons
797 lines of code changed in:
- added GetVertices, GetVerticesC and GetVerticesW to iThingState to return a const csVector3*
12 lines of code changed in:
Fixing Philip's typos.
2 lines of code changed in:
Incorporated Norman's fix into the code. It now works properly. :-)
39 lines of code changed in:
added cssynldr to walkall target
1 lines of code changed in:
A few more updates.
9 lines of code changed in:
extended services with writing capabilities
196 lines of code changed in:
added class spur for synldr
3 lines of code changed in:
Christopher:
+ Turned of clipping because he wasn't doing it right.
+ Added a fragment rect display so that you can visually see what areas of the screen are being redrawn and copied each frame. Note that the ideal here is no overdraw. I think that the current system accomplishes that.
24 lines of code changed in:
Christopher:
+ Added fragment marking and gathering operations.
+ Added a fragment buffer.
+ Killed chopIntersection because it didn't work right.
+ Added more documentation to the header.
18 lines of code changed in:
Christopher:
+ Added a fragment buffer to the region so that collisions can
be handled more simply and correctly.
+ Reworked the include function to understand the fragment
buffer.
+ Broke the exclude function when he added the fragment buffer.
+ Made a small optimization to the fragmentation routines that
fix the fragment operation for some cases where the smaller
rect needs to be fragmented.
135 lines of code changed in:
slightly improved the comments in some interface headers
37 lines of code changed in:
ok, i seem to be the first trying to actually create the 3ds impex plugin, otherwise someone probably have noted already that the makefile was screwed :)
4 lines of code changed in:
Interface modification to support the InvalidateUpdateStore() method.
3 lines of code changed in:
Christopher made the following changes:
+ The redraw system was optimized even more. Instead of blitting the whole proc texture on every redraw, the proc texture is only blitted when there are window move or size events. Otherwise the system maintains an update store of regions that contain windows. Only those regions are blitted. Of course, this doesn't save very much if you have a big, full-screen window, but it does if you have only a few small windows. This was implemented primarily because:
a. if you plan on having big full-screen windows (like for an editor, etc.) then you should run AWS on the primary canvas rather than the proc texture.
b. most games also have small HUD widgets that display useful information. usually these are pretty small items, and they're all over the screen. Developing these with AWS lets you use the built-on event handlers and they're automatically updated.
c. for systems with smaller windows, it's a huge speed increase. in the software renderer it's at least twice as fast.
88 lines of code changed in:
added syntax service loader to list of plugins
1 lines of code changed in:
interface for syntaxloader
63 lines of code changed in:
added syntaxloader for common syntax elements
436 lines of code changed in:
More bug fixes.
8 lines of code changed in:
Fixed additional bug in OpenGL texture mode selection so that
textures with alpha channel are now also correctly transparent
like before (i.e. GL_RGBA is used).
11 lines of code changed in:
Fixed a bug.
10 lines of code changed in:
Drastically increased quality of OpenGL texture mapping
in 16-bit mode. An alpha channel was selected for all textures
even if no alpha was needed which means that the texture
was convert to 4-4-4-4 mode (4 bits for every color and alpha).
This causes image degradation. Thanks to Norman Kramer for
spotting this.
13 lines of code changed in:
Modified interface.
9 lines of code changed in:
Christopher did the following:
+ Along with the fixes to csRectRegion, I made a few changes to the redraw code which will hopefully eliminate droppings. I realize that there are a few cases where this still occurs, and I'm unsure why.
+ The critical path to redraw a window is now a little shorter.
+ Redraws are now a little cleaner, and less complicated. As well, handling events is now cleaner as well. Top windows are checked for containment of the mouse before being sent events. If a window is not the container window, it is lowered and the container is risen. MouseEnter and MouseExit do not work yet, since they require a little more functionality from container components.
106 lines of code changed in:
Christopher fixed:
+ More problems with fragment rules being slightly incorrect, and one rule being completely wrong.
+ The Include method, which is now slightly less optimal because I couldn't get chop edge intersection to work consistently.
+ A few items here and there related to accuracy.
14 lines of code changed in:
Small fix to DrawPixmap. But I don't think it is still ok.
2 lines of code changed in:
Enabled CS_TEXTURE_DITHER for picview because this greatly
increases quality for the software renderer. Unfortunatelly
it doesn't do much for OpenGL.
2 lines of code changed in:
- The alphamap for textures in the software renderer was not cleaned
up at destruction.
- Added iTextureHandle::GetOriginalDimensions() which returns the
dimensions of the image used to create the texture. This is
most often equal to GetMipMapDimensions(0) but in some cases
hardware restrictions require that the texture is resized (i.e.
maximum texture size or power of two).
- Implemented GetOriginalDimensions() in default texture manager
for all 3D renderers and added a specialized implementation
in OpenGL renderer because there the resize of textures can
happen in some cases.
- Fixed csSimplePixmap to use GetOriginalDimensions() instead
of GetMipMapDimensions().
- Fixed csWSTexture (CSWS) to use GetOriginalDimensions() instead
of GetMipMapDimensions().
- Fixed OpenGL::DrawPixmap() so that it correctly scales the image
to display when the image was resized.
- All the above changes make sure that pixmaps now behave the same
with software and OpenGL even if the image for the pixmap has
sizes that are not OpenGL conformant. In the past this was not
the case.
- Added apps/tools/picview which is a primitive application to
show images. Currently it doesn't accept commandline arguments
but just lets you go over all images in a directory. Future
enhancements are going to be useful and the layout for the
button window must be improved.
632 lines of code changed in:
added missing include of evdefs.h
1 lines of code changed in:
Also added missing 'struct iEventHAndler;'
1 lines of code changed in:
Added missing 'struct iEvent'
1 lines of code changed in:
- Added the following new initialization functions to initapp (cstool
library):
- csInitializeApplication() which creates and returns an
object registry. Should be called first.
- csInitializeQueryPlugins() which requests a few standard
plugins (3D, engine, ...) and also makes sure the commandline
and config file are queried for other plugins.
- csInitializeStartApp() which initializes all loaded plugins.
- csInitializeReporter() which optionally creates a reporter
and reporter listener.
- csInitializeRegistry() which will update the registry with
a few common objects (like 3D, engine, ...).
- csInitializeOpenApp() which will open the application.
- csInitializeEventHandler() which initializes the event handler
so that the application knows when to draw a new frame
and also gets other events (keyboard, ...).
- csStartMainLoop() to start the main event loop for the
application.
- csDestroyApp() to destroy the application.
The purpose of these functions is to provide a new way to
initialize the application. Keep in mind that the system driver
will be removed in the future. Using the functions above you can
now make an application that doesn't have to inherit from
SysSystemDriver. At this moment the old way to create an
application still works (inheriting from SysSystemDriver) and
the old csInitializeApplication() is also still there. I will
not remove the old system until I got enough feedback from the
new system to see if it is indeed the appropriate way to do this.
- Modified the first simple tutorial to use the new initialization
technique. Simple1 no longer inherits from SysSystemDriver.
- Shawn Carroll found a bug in the OpenGL texture cache where
'if (thhack = 0)' should be 'if (thhack == 0)'.
372 lines of code changed in:
Modified Norman's chnages because:
(1) the makeEmpty code was already present in the .cpp where it should have been implemented anyway.
(2) Norman's code, while certainly not incorrect, did a lot more work than is necessary or possibly even advisable. makeEmpty is called at the end of each frame. So much deallocation and reallocation would thrash the heap and would create much more work than is needed. The point of makeEmpty is not to empty the memory out, but to empty the list. The easiest way to do that is simply to reset the count.
3 lines of code changed in:
Updated for the changes that Norman Kramer made.
6 lines of code changed in:
this solves the problem with 2 tokens and one being a substring of another. previously you had to write the longer first. this is solved by sorting the tokentable according to the length of their elements
57 lines of code changed in:
In agreement with other CS developers. The AWS plugin and
it's associated test application are being removed from the
default CS build process.
1 lines of code changed in:
ok, maybe setting it to NULL is good to after freeing
1 lines of code changed in:
added makeEmpty, christopher check if that is right
1 lines of code changed in:
- Fixed Python plugin for recent CS changes (const GetVertex...).
- Fixed LUA plugin for recent CS changes (const GetVertex...).
5 lines of code changed in:
Fixed a bug in csTransform::Other2This and This2Other for
csSphere. The radius was not always calculated correctly.
This bug could cause errors in visibility culling. Sometimes
an object was considered invisible even if it was visible.
14 lines of code changed in:
Updated winlibs version number to 0.19h.
Note this version of winlibs is the same as 0.19g but the
zlib and png libs and dll's have been built with VC6 using
the /LINK50COMPAT so they are again VC5 compatible.
The new version of winlibs can be obtained via the
Crystal Space documentation under MSVC specific build
instructions - where links to the file on both the CS ftp site
and my own mirror can be found.
6 lines of code changed in:
Christopher:
+ Added csRectRegion into the awsManager instead of the older bucket format. This method is more flexible and probably faster. It's
also cleaner because there's no special case code. All rects are assumed to be optimal in the region.
+ Cleaned up a couple of items related to older redraw code.
84 lines of code changed in:
Christopher:
+ Added some updated code.
+ Added some tests for csRectRegion
30 lines of code changed in:
Christopher:
+ Fixed some more bugs in the RectRegion code. Hopefully there are no
more serious bugs. There is some small test code in awstest now.
37 lines of code changed in:
Fixed alignment of fire texture after yesterdays changes to TEXLEN.
24 lines of code changed in:
Better comments.
28 lines of code changed in:
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