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Summary Period: 2001-07-09 to 2001-07-05 (Commits 5595-5644 of 12744)
Removal of third party prject.
These are now in new winlibs0.19b
0 lines of code changed in:
Forgot to commit.
412 lines of code changed in:
- Fixed a bug in CheckFrustum() code. Detail objects would not
be correctly treated by the visible_set csHashSet.
- Fixed another bug in CheckFrustum(). The visibility objects would
not be correctly initialized which means that the initial lighting
step would not be able to see them (i.e. detail objects got no
lighting).
62 lines of code changed in:
Fixed iso engine.
2 lines of code changed in:
- Added csThing::IntersectSegmentFull() which does the same
thing as IntersectSegment() except that the latter doesn't (anymore)
test objects in the visibility tree.
iVisibilityCuller::IntersectSegment() (implemented by csThing)
will actually call IntersectSegmentFull().
- Renamed proctex.cpp in simplept to sproctex.cpp. Due to a limitation
in the makefile system we cannot have source files that have
the same name even if they are in seperate sub-projects.
- Renamed csPoly3D::SetGetVertexCount() to SetVertexCount().
- Renamed csPoly2D::SetGetVertexCount() to SetVertexCount().
- Renamed csWfPolygon::SetGetVertexCount() to SetVertexCount().
- Fixed a signficant bug in the transformation of bounding boxes
in the octree. It could happen that it was not updated enough.
Now it uses the camera number to see if it needs updating those
vertices and it will also make sure the number of vertices in the
camera array is the same as the number of vertices in the object
array.
324 lines of code changed in:
added missing bound checks to the Insert() method of growing arrays
1 lines of code changed in:
made the following changes:
- added Insert() to growing arrays
- added csModelDataVertices to the model data structures. It can be used
to keep a list of vertices.
- model data objects don't store their vertices directly anymore. Instead,
they keep a pointer to a 'default vertex set' of type iModelDataVertices
- added csModelDataAction, which is intended to be a set of key frames,
but it is currently unused.
235 lines of code changed in:
Fixed includes
2 lines of code changed in:
- Extended iVisibilityCuller with IntersectSegment().
- Moved the implementation of IntersectSegment() from csSector
to csThing. There it is now implemented much more efficiently
by using the visibility algorithms for detail objects.
- The above optimizations greatly optimize speed of moving
around in very big levels that use an octree for visibility
culling (several factors faster).
- Things now keep a list of polygons which have a portal.
This is maintained by csPolygon3D itself through the
functions csThing::AddPortalPolygon() and
csThing::RemovePortalPolygon(). This list is going to be
used for a more optimal camera movement system. The camera
movement system currently does a full FollowSegment() but
this is rather expensive in big maps considering that it
has to test ALL objects and polygons. It is much more
efficient to just test the portals and let collision detection
do the rest.
- Added 'only_portals' parameter to iSector::FollowSegment()
and csSector::FollowSegment(). When this flag is true (default
and old behaviour is false) then only portals will be checked
and no collision detection with walls will happen. This is a lot
faster but it does mean that the application will need another
way to do collision detection with objects and walls.
- Added equivalent 'only_portals' flag to
csThing::IntersectSegment() and csSector::IntersectSegment().
- Added OnlyPortals() and GetOnlyPortals() functions to iCamera
with which you can control if MoveWorld() will check collision
with portals alone or also with other polygons. By default
this is 'true' (which is a lot faster).
- Fixed a bug with map2cs where it would put the MOVEABLE()
keyword outside the PARAMS() block. It must go inside the
PARAMS() block instead.
334 lines of code changed in:
replaced lots of SCF_QUERY_INTERFACE calls in the engine with
SCF_QUERY_INTERFACE_FAST.
58 lines of code changed in:
fixed a bug in the camera code
2 lines of code changed in:
added a simple tutorial application, called simplept. It should demonstrate
how to create a procedural texture and let the engine render into it (and by
this it should finally replace the unmaintained ptlab application). Currently
there is still a crasher at shutdown for opengl.
450 lines of code changed in:
added iEngine::GetContext () which returns the current renderer
9 lines of code changed in:
- Improved HitBeamObject() somewhat in terrfunc.
I have fixed the endless loop situation so that
it doesnt hang the engine when used in certain
circumstances. It should be fairly acurate now
with two small caveats. The first being sometimes
the method will fail to hit a triangle even though
it is obviuous that a triangle is intersecting the
beam. Secondly, due to the first failure, the
other side of an object is sometimes intersected.
I have changed the routine so that it tries to
find the closest intersection, but sometimes
it just plain fails. I have no idea why at this
stage, further investigation is required.
- Changed HitBeamObject() in cube to detect intersection
only on the bounding box. Since the cube is a box
anyways, checking the individual triangles is not
necesary. Since the orientation of a cube cannot
be changed using HardTransform(), only the translation,
this should be adequate. Note: If someone DOES change
HardTransform() in cube, then they WILL need to change
the HitBeamObject() method as well.
- Changed the HitBeamObject() in ball to find the closest
intersection. This seems to work rather well, but is
somewhat slower than the original.
55 lines of code changed in:
Added all necesssary to build ie3ds with VC without having to
install lib3ds on your system. This can be altered at a later date
when ie3ds comes online in other ports...
1 lines of code changed in:
Added CSTOOL to fix link error
1 lines of code changed in:
Fixed errors due to bad editing of another plugins makefile.
Fixed how for MSVCGEN how it picks up lib3ds-101d.lib
8 lines of code changed in:
- Fixed a bug in the handling of precalc_info in the engine
lightmap calculator. This would prevent cslight from writing
out a precalc_info file.
- Added the Crystal Space logo to cslight.
23 lines of code changed in:
Fixed a bug in the destructor of the emit particle system
which could cause crashes at exit.
4 lines of code changed in:
this might actually work now :-)
18 lines of code changed in:
lib3ds addition
69 lines of code changed in:
lib3ds addition
5 lines of code changed in:
updated for 3ds model converter it requires a post release 1.1.0 of lib3ds
424 lines of code changed in:
Fixed boolean non-returns to make all the compilers happy.
8 lines of code changed in:
Function param mod for VC.
Chris:
The only errors in AWS now are in the mouse
and key fuctions in "awswin.cpp" which should
have boolean returns but are not yet finished.
As you said this could have been a cvs wobbler. :-)
1 lines of code changed in:
Collections are no longer objects that can be added to a sector.
They no longer have a movable. This is not very useful and
it simplifies the engine again.
19 lines of code changed in:
- Added iEngine::ShineLights() for manually calculating lighting.
- The engine plugin can now be initialized without requiring a
G3D plugin. This is useful for using the engine in a server
setup or for calculating stuff (like lighting).
- Tried to modify the engine and parser so they work nicely without
a 3D renderer. For the parser this is ok but it appears to be
more complicated for the engine so I aborted this attempt.
- Removed EnableLightingCache() and IsLightingCacheEnabled()
from the engine (iEngine and csEngine). Instead added
SetLightingCacheMode() and GetLightingCacheMode(). There
are two flags that you can combine and give to that function:
CS_ENGINE_CACHE_READ
CS_ENGINE_CACHE_WRITE
If CS_ENGINE_CACHE_READ is set then the engine will try to
read lightmaps from the cache. If this fails then no lighting
will be present. If CS_ENGINE_CACHE_READ is not set then the
engine will recalculate lighting.
If CS_ENGINE_CACHE_WRITE is set then the engine will cache
the resulting lighting.
- Added Lighter application which will do the lighting on a level.
It even shows a graphical progress bar (this is now possible
with the new iProgressMeter interface I made yesterday)
Don't expect too much fancy graphics though! That's for later :-)
604 lines of code changed in:
changed phyztest, ptlab and walktest in many cases to use objects through
interfaces
17 lines of code changed in:
Fixed the OTHER silly definition error in awscomp.cpp. I'm still confused as to how it disappeared on one side.
1 lines of code changed in:
Fixed my silly definition error in awscomp.h
1 lines of code changed in:
Updated winlibs file name to correspond to latest version.
2 lines of code changed in:
Added lua support to VC port of CS. VC6 users
can through the cslua plugin take advantage
of the lua as a scripting choice for your
development.
Commented out a compile error lua maintainer should
look at - search for REDEYE tag in "cs_lua.cpp"
Jorrit fixed a compile error where a bad l-value was
being attempted to be set.
Added cslua to MSVCGEN process.
Added a SCF entry for cslua plugin.
Note:
You need to download the new 0.19a winlibs
archive with the lua dlls to test or use the new
cs lua plugin/test app.
The new winlibs can be obtained from:
ftp.sunsite.dk/projects/crystal/support/win32
2 lines of code changed in:
- Fixed a bug in Blocks with the vertical raster lines. Some of
them were visible from the wrong side.
- Converted Blocks, Demosky, Bumptest, Metademo, Pysimple,
Squawk and Video apps to use the engine as a plugin.
- Isotest was linking with engine and parser for no visible reason.
- Csfedit was linking with engine and parser for no visible reason.
- Fixed a few descriptions in makefiles so that they align properly.
- Removed link with CSPARSER from all makefiles. csParser is now
a plugin.
135 lines of code changed in:
fixed the impexp multiplexer and POV importer to compile again and added
both to the build process
3 lines of code changed in:
- Two small bugfixes to sprite3d and isoengine
after my last commit. This corrects HitBeamObject()
in Sprite3d and isoengie.
3 lines of code changed in:
added Find(iSector*) to iSectorList and cleaned up the movable code to use
objects through interfaces (though they are not yet reference-counted
correctly)
128 lines of code changed in:
- Fixed a function parameter redefinition error under VC6.
Note on another error:
awsmgr.cpp(294) : error C2660: 'AddChild' : function does not take 1 parameters
All other errors are I think are un-finished stuff... :-)
1 lines of code changed in:
added a generic macro to csutil (sarray.h) that lets you define a non-growing
but resizable array, similar to the newly added csRGBMap but for any given
type. Removed csRGBMap again; the lightmap code uses the above macro
for this. Also re-implemented csShadowMap using the macro.
114 lines of code changed in:
Updated definition to support FindWindowDef. The iAws definition has not yet been updated to support factories.
3 lines of code changed in:
AWS had the following items added:
1. Iterators for awsComponentNode settings.
2. FindWindowDef for finding the node for a window definition in the preferences manager.
3. CreateWindowFromDef:
This is the high-level key to the whole definitions architecture. While the user does have to specify defintions files to parse, the rest is all automatic.
When creating a window from a definition template, the user calls this function, which returns an awsWindow *. This function takes care of creating the window to the specifications in the defintion file, and also recursively constructs children, adding them into the parent. This is really the last big step in the AWS system.
Next, I will begin to create a number of components, and test the actual drawing and implementation. If there are any functionality requests, now would be a good time. I will also post a message to that effect on the main list.
153 lines of code changed in:
- changed the way lightmaps are represented in the engine. Instead of
a simple array of simple, an array of csRGBpixel's is now used. This should
not change the actual binary representation, which is important for the
renderers.
- all this is done in csRGBMap, which now exists in csgeom. csRGBLightMap
has been removed.
126 lines of code changed in:
fixed a compiler warning (hope that this is the correct fix, but it's the only one
that makes sense to me)
1 lines of code changed in:
- In the ongoing quest to implement HitBeam() in all
mesh objects, todays victim is terrfunc. Included
is the first draft for HitBeamObject(), several
core changes to the engine. I have changed
csIntersect3D::BoxSegment() to return the code
for the box side where the intersection was found, -1
otherwise.
- Changed MeshObject::GetRadius() to use two parameters
to return the radius and the center.
- Added several methods to terrfunc for translating values
from one space to another.
- Cleaned up a small memory leak in Terrfunc.
241 lines of code changed in:
- Added iProgressMeter SCF interface. This is a general interface
for reporting progress for a lengthy calculation.
- Renamed the old csProgressMeter to csTextProgressMeter and let it
implement iProgressMeter.
- Extended iEngine::Prepare() with a parameter for an optional
progress meter. This means that it is now possible to let the
engine process reports be displayed through another method (or
not at all).
- WalkTest now uses the csTextProgressMeter and gives it to the
engine.
233 lines of code changed in:
made the following changes:
- added missing 'const' specifiers to iSectorList
- did some cleanup in the movable code using typed vectors
- the list of sectors for a movable is now returned as an iSectorList instead
of a csVector which actually contains csSector objects. Note that the
movable uses another implementation of iSectorList than csEngine does.
95 lines of code changed in:
fixed a compile warning in the reporter plugin
0 lines of code changed in:
Fixed a few dependencies on csengine in csphyzik (related to
debugging mostly). Also removed the conditional CRYSTALSPACE
define.
3 lines of code changed in:
Cosmetic bug fix.
3 lines of code changed in:
- Added iReporterListener interface. Added the notion of listeners
to the reporter. You can now register listeners that will listen
to new messages that arrive with the reporter. The listeners
can handle that message and then let it be discarded.
- Changed the engine to use the reporter to tell about loading
progress instead of using CsPrintf. Changed WalkTest to add a
reporter listener which will listen to NOTIFY and WARNING messages
and will display them immediatelly.
- Removed CsPrintf() in engine.
342 lines of code changed in:
Eric Sunshine removed a bunch of Glide references from documentation,
sources, headers, and makefiles.
18 lines of code changed in:
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