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Summary Period: 2001-07-20 to 2001-07-16 (Commits 5695-5744 of 12744)
Extra crackly fire in partsys.
3 lines of code changed in:
New fire in the yellow room of 'walktest partsys' now has a nicer texture.
(Currently only works in opengl, software does not seem to like the
alpha channel & mixmodes)
6 lines of code changed in:
Nicer smoke effect.
2 lines of code changed in:
added to 3d sprite factories the possibility to set a default mixing mode for
new sprites. The model crossbuilder uses this feature to enable tiling for
generated sprite factories if required.
30 lines of code changed in:
Added new texture fpart.png to stdtex.zip.
Added some new particle systems, two to the yellow room in partsys level.
54 lines of code changed in:
Added a patch from Jeff Cours (jeff@penguin.moriarti.org) that fixes
win32gcc compilation on the winME platform.
33 lines of code changed in:
Made the particle sorter use a growing array for efficiency. Only stored
z component of position for efficiency.
20 lines of code changed in:
Made emitter draw sort the particles back to front when this is needed.
(In CS_FX_ADD mixmode no sorting is needed). Uses qsort to do it.
55 lines of code changed in:
Added iMeshWrapper::Draw() so that it is now possible to draw
mesh wrappers on your own. This can be useful if you want to display
an object in a CSWS window for example. Normally applications
will rarely use this function.
19 lines of code changed in:
Changed isotest debug condition. The invisble grid is now positioned at the
old maze position.
1 lines of code changed in:
Fixed isocell traverse, which was broken when > 2 elements were present.
2 lines of code changed in:
Update.
28 lines of code changed in:
enabled both the sprite and the thing conversion of the generated model in
mdltest with different position.
29 lines of code changed in:
fixed a bug in csSectorList
1 lines of code changed in:
- terrfunc.cpp: improved current hit beam ready for HitBeam()
rewrite. I have rewritten the while loop to be a for loop.
This has improved performance reasonably. The movement of
the loop through the terrain is now governed by the result
of the csintersect3::BoxSegment() interface. The beam moves
through the terrain by initially sampling the main bounding
box of the terrain, then setting up a recursive loop through
the terrian if the bbox test is successful. The loop uses
the result of the reverse bbox test on a bounding box that
is the full height of the terrain to acquire the exit
point of the beam, then indexes the block array accordingly.
If the beam terminates inside the box, or the beam exits
through the top or the bottom of the box, then the loop exits.
This manner of beam testing scales well and can be adapted
to a 3 dimensional grid. One small point is the structure
of the loop catches intersections through a given block even
if the beam terminates inside the block. I take this as a
good omen as I didnt expect it.
Added into the bundle, terrafunc should be free of all accuracy
bugs. The old increment method has been disposed of safely (and
permanently ;). It was causing blocks to be missed through
its scan.
Lastly, the debugging messages have been dropped completely.
- terrfunc.h: Preening.
55 lines of code changed in:
Another fix.
3 lines of code changed in:
Small fix.
2 lines of code changed in:
Made the UV syntax for specifying a texture a little bit more
robust by testing if it is actually a valid texture mapping
specification. This avoids a crash. It will print a warning
if invalid. In addition it will select some default valid
texture mapping.
12 lines of code changed in:
Added iMeshList and iMeshFactoryList. Added iEngine::GetMeshes()
and GetMeshFactories() and removed several mesh/mesh factory
related routines (like RemoveMeshWrapper(), GetMeshWrapperCount(),
...). This is similar to iSectorList.
278 lines of code changed in:
Update.
4 lines of code changed in:
Moved struct RGB to be public in class awsRGBKey.
4 lines of code changed in:
- soft3dcom.cpp: Removed two debugging messages.
0 lines of code changed in:
Change of email address to:
philipwyett@dsl.pipex.com
All developers etc. please adjust your address
books as this will/is now my only email address.
3 lines of code changed in:
In an effort to eliminate the big iso engine bug I added
some asserts.
18 lines of code changed in:
Fixed potential wastefulness of array indices in isomateriallist.
Thanks to Jorrit for pointing it out.
1 lines of code changed in:
Added the `metaball' and `mballldr' targets to `walkall' since `flarge'
now requires these modules.
4 lines of code changed in:
Eliminated a compilation warning from ieplex.cpp regarding non-virtual
destructor.
2 lines of code changed in:
Eliminated an `implicit conversion of float to int' compilation warning
from crossbld.cpp.
3 lines of code changed in:
Added to 'make meshes'.
1 lines of code changed in:
Eliminated compilation warning from radiosity.cpp regarding variable
`visibility' being used uninitialized.
3 lines of code changed in:
Update.
7 lines of code changed in:
Eric Sunshine eliminated compilation warning from radiosity.h regarding
undefined csCoverageMatrix.
3 lines of code changed in:
A minor change to avoid a potential compilation warning.
1 lines of code changed in:
- polytext.cpp: hid the overloaded *PutPixel and *DrawBox
by prepending underbars to the overloaded methods. Adapts
polytext to egcs 2.91.66 brain death.
- flarge: added metaball to the basement. Added a couple of
lights so its not so dark down there
- stdtex.zip: added blobby.jpg.
33 lines of code changed in:
Eric Sunshine made the following changes:
-*- Modified static.mak so that it no longer overflows the short DOS
command-line input buffer when synthesizing cslibref.cpp. This change
should allow the DJGPP port to correctly generate cslibref.cpp when
USE_PLUGINS=no.
-*- Renamed csColorMapLine to csColorMapNull in the `null' renderer in
order to avoid symbolic naming conflicts with the `line' renderer when
USE_PLUGINS=no.
28 lines of code changed in:
- Added iMeshObject::HitBeamBBox() and iMeshObject::HitBeamOutline().
Those are supposed to be faster versions of HitBeamObject().
HitBeamBBox() will only test against the bounding box.
HitBeamObject() will test correctly with object but will not
return the exact place the hit occured. HitBeamObject() is
(supposed to be) exact. Currently all mesh objects simply
call HitBeamObject() for HitBeamBBox() and HitBeamOutline().
More optimal versions will be made later.
- Also added these functions to iMeshWrapper.
162 lines of code changed in:
- Changed the terrain engine to use an SCF class for getting height
and normal information instead of the traditional callback system.
Basically this means that csTerrainHeightFunction and
csTerrainNormalFunction are now iTerrainHeightFunction and
iTerrainNormalFunction.
- Reworked the cstool texture generation tool to also use a
SCF structure for the slope and height function instead of a
regular callback. This also solves a memory leak problem.
- Changed csTextureCallback (used by iTextureWrapper) to
the iTextureCallback SCF structure.
- Changed DeleteNotify() callback system in iFont to iFontDeleteNotify.
- Changed csConsoleExecCallback() callback system to
iConsoleExecCallback. Renamed ExecuteCallback() to
SetExecuteCallback(). Added GetExecuteCallback().
- Changed GridChangeCallbackType (in iso engine) to
iGridChangeCallback.
- Also made iIsoCellTraverseCallback to be used by
iIsoCell::Traverse().
- The sequence manager was already using reference counted callbacks
but I changed it so that they use SCF too.
- Note for everyone. When adding a new callback to something please
use the system with SCF interfaces instead of the traditional
callback function with void* userdata. It is very hard to do good
memory management with that type of callback. With SCF callbacks
reference counting is used which is a lot cleaner.
622 lines of code changed in:
Fixed another possible array corruption.
2 lines of code changed in:
Removal of one of my email addresses
in preperation of big email address switch
by me in the next two weeks.
4 lines of code changed in:
Since 5 July texture mapping was broken in the terrain engine.
The block textures were mapped to the wrong blocks giving a
patch-work like result. Fixed now.
4 lines of code changed in:
Applied a patch to SCF_DECLARE_FAST_INTERFACE() to prevent the DJGPP
compiler from complaining about semantics of the static scfInterfaceID
variable generating multiple copies.
4 lines of code changed in:
continued work on the model crossbuilder and mdltest:
- actions are now handled correctly
- mdltest builds an action into the default model. This is not visible though
because by default a thing is built, but the action is only visible in sprites.
82 lines of code changed in:
Added 'name' parameter to Setup in iVisibilityCuller. This is
used to cache the data better (important for the cached octree,
especially if there are multiple such octrees).
14 lines of code changed in:
Fixed a bug which occured when portals were being split by a bsp
tree.
2 lines of code changed in:
- Implemented hierarchical mesh factories. Extended the
iMeshFactoryWrapper with functions to manipulate them.
- Added iMeshFactoryWrapper::CreateMeshWrapper() which will create
a mesh wrapper (or hierarchy of mesh wrappers if it is a hierarchical
factory). csEngine::CreateMeshObject() will use that function
now.
- iMeshFactoryWrapper::CreateMeshWapper() will now by default
use the name of the factory wrapper for the names of the enclosed
objects.
- Renamed all iEngine::CreateMeshObject(), FindMeshObject(),
GetMeshObject(), ... to CreateMeshWrapper(), FindMeshWrapper(), ...
as those functions really operate on mesh wrappers and not on
mesh objects.
- Added support for hierarchical mesh object factories to the
world file. Just use MESHFACT inside another MESHFACT. You can
then also use MOVE keyword to define relative transformation.
- To create mesh objects from such a hierarchical mesh factory it
is not enough to use the MESHOBJ keyword. For this a new keyword
is added called MESHREF. This works a bit like MESHOBJ but the
first thing you have to specify is the factory to use. This will
then create a mesh object hierarchy from that factory. Note that
with MESHREF it is not possible to specify further mesh object
specific options (i.e. things that would normally go inside
the PARAMS block of a mesh object). These objects have to be
manipulated from within the code.
- Added an example hierarchical mesh factory to flarge. Also
demonstrates how to use the new MESHREF keyword.
- Added CS_ prefix to the following defines:
- DECLARE_GROWING_ARRAY
- DECLARE_GROWING_ARRAY_EXT
- DECLARE_GROWING_ARRAY_REF
- TYPEDEF_GROWING_ARRAY
- DECLARE_ACCESSOR_METHODS
- DECLARE_ARRAY_INTERFACE_NONUM
- DECLARE_ARRAY_INTERFACE
- DECLARE_OBJECT_INTERFACE
- DECLARE_EMBEDDED_OBJECT
- IMPLEMENT_EMBEDDED_OBJECT
895 lines of code changed in:
Worked around an internal compiler error (for MingW compiler) in
recent changes to crossbld.cpp by completely rearranging the
routine. I have no idea what caused the internal error but the
code is now even a little more readable :-) In addition added
a missing poly->DecRef().
77 lines of code changed in:
made the following changes:
- added a note to the comment of iSprite3DFactoryState::AddVertices()
about the fact that at least one frame has to exist
- changed the model data representation for converted models. Normals,
colors and texture coordinates are now stored together with vertex positions
in iModelDataVertices, but in separate lists (i.e. there may be different
numbers of vertices and normals, for example). Polygons now use one index
for each list per vertex.
- added sprite factory building to the crossbuilder plugin. This is not yet
tested completely and there are still some problems.
546 lines of code changed in:
Zapped a few warnings with my magic wand!
15 lines of code changed in:
Removed warning in CS_DECLARE_TYPED_VECTOR_NODELETE.
1 lines of code changed in:
Added a test for adjacent polygons for lighting. This is really
very clumsy code and it should be rewritten preferably using some
precalculated stuff. But it does improve lighting quality a lot,
especially with low quality setting. Note that it slows down lighting
again.
5 lines of code changed in:
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