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Summary Period: 2001-05-25 to 2001-05-18 (Commits 4895-4944 of 12744)
-*- Fixed map2cs so that it uses the portable strcasecmp() rather than the
unportable stricmp().
-*- Eliminated a compilation warning in demoop.cpp caused by mismatch of
printf() format directive and incoming argument.
5 lines of code changed in:
Eliminated several compilation warnings in bmptest.cpp regarding unused
variables.
6 lines of code changed in:
Eliminated several compilation warnings from inf_g3d.cpp regarding mismatch
of printf() format directive and incoming argument. The warnings were
caused by different definitions of cs_time on various platforms.
4 lines of code changed in:
Eliminated several compilation warnings from NeXTView.m and
NeXTDelegate2D.m by including needed header files on MacOS/X.
2 lines of code changed in:
Fixed several compilation errors on big-endian platforms in wavefile.cpp.
Also eliminated several compilation warnings about unused variables.
10 lines of code changed in:
Eliminated compilation warning about implicit declaration of strncmp() in
NeXTMenu.m on MacOS/X.
2 lines of code changed in:
Eliminated compilation warning from csobject.cpp about csObjectIterator
having virtual functions but non-virtual destructor.
2 lines of code changed in:
Fixed several problems in lexan.mak.
2 lines of code changed in:
made the following changes:
- added Draw(), DrawFunc() and SetContext() to iEngine
- the above functions now take an iCamera and iClipper2D as parameters
(instead of csCamera and csClipper)
- csPoly2D::ClipAgainst also takes an iClipper2D now
- added GetClipper() to iView
- cosmetic cleanup of csView
- removed some unused csClipper includes and forward declarations
87 lines of code changed in:
Fixed compile errors in gl3D by adding CS_ZBUF_EQUAL.
I think Jorrit merely forgot to commit, as he was too excited
about his holiday... :-)
2 lines of code changed in:
I have been told that state changes in OpenGL are expensive.
So I started implementing buffering on state changes and indeed
it seems to improver performance a bit even by doing
only simple changes. At this moment only the z-buffer state
is cached like this.
44 lines of code changed in:
Make a little bit more robust on errors. (still crashes, but later....)
2 lines of code changed in:
- Improved OpenGL super-lightmap handling a little. If there is
no more room in the current super-lightmap it will try the
two older ones first before creating a new super-lightmap. This
should improve usage of the super-lightmaps a little.
- Added new Video.OpenGL.FpsLimit config for OpenGL with which you
can artificially decrease FPS speed. This is useful on some cards
where very high framerates actually cause congestion in the OpenGL
queue (or something like that) and slowing down helps to get
smoother results. This is disabled by default.
- Made the number of super-lightmaps configurable (default is still
10). Also made the size configurable (default 256). The options
are Video.OpenGL.SuperLightMapNum and Video.OpenGL.SuperLightMapSize.
Note that the super-lightmap size will automatically be capped
to the maximum allowed texture size. So you can safely set it
to 10000000x10000000 :-) Also note that this size should be a power
of two.
193 lines of code changed in:
- Small fix to csEmitMix to make that work properly.
- Added 4 new particle systems to the partsys level.
Two whirly objects (a dusty and low-glowing), a cloud of smoke/dust,
and sparkly lines. In the purple and yellow rooms.
107 lines of code changed in:
Outdated, and not recently used, therefore removed.
0 lines of code changed in:
work on the csarts makefile, will prolly end up splitting it and make two makefiles
61 lines of code changed in:
Fixed a compile error in map2cs.
1 lines of code changed in:
Update.
10 lines of code changed in:
Fixed warning.
1 lines of code changed in:
Fixed virtual destructor.
1 lines of code changed in:
fixing
48 lines of code changed in:
continued cleanup of the engine
462 lines of code changed in:
- Lightmaps are now sorted on lightmap. Every super lightmap has
its own cache and they are rendered one by one when needed.
- Fog has its own seperate queue now and this is rendered in a
totally seperate pass.
509 lines of code changed in:
The glimmering sphere now rotates slowly about the y axis in walktest.
3 lines of code changed in:
Added some code in the Print method to delay (using System Sleep() ).
This is needed for a G400. It needs a limit of 50 fps.
(which is a 40 msec setting, probably due to bad timers/sleep inaccuracy)
15 lines of code changed in:
Implemented improved OpenGL lightmap cache. There is now the notion
of a super-lightmap which is a collection of smaller lightmaps.
At this moment there are 10 super lightmaps of 256x256. In the
future this will be configurable. Even though the engine currently
does not sort on lightmap yet, there is already a performance
improvement. Because of this change the OpenGL renderer no longer
requires that lightmaps are converted to power of two dimensions.
This is not needed since the lightmaps are now put in a larger
texture. This saves a lot of space too. For example, if you would
have a 33x33 lightmap then the old OpenGL renderer would convert
this to a 64x64 lightmap. This is nearly four times too big!
At this moment there is still some waste though. This is caused
by the (currently unoptimized) csSubRectangles class.
323 lines of code changed in:
added missing CSGEOM to link with glx2d
1 lines of code changed in:
Added the now working spiral particle system, and a larger fiery patch to
the partsys level.
38 lines of code changed in:
Made fireball in partsys a little nicer. Found out that on linux, at exit
a sefault heppens in ~emit. Seems the linked list is overwritten with
garbage.
2 lines of code changed in:
committed a remake of the WAV loader by Andreas H�fler
199 lines of code changed in:
Fixed that pesky warning that the constructor initializers would be reordered
by changing the initializing order of members in csButton.
2 lines of code changed in:
New particle systems demo level. Start with walktest partsys.
475 lines of code changed in:
Fixed several csrect.h cases.
7 lines of code changed in:
The emitter attractor now has an ATTRACTORFORCE value. This is the force
exerted on particles to attract them. Or repulse them if negative.
5 lines of code changed in:
Fixed dependencies
3 lines of code changed in:
- Changed x2d.cpp to point a the new location for csRect.
- Added makefile linkage to csgeom for simpcon and x2d.
- Fixes compile & DLLOADER errors for those using software
redering and simple console.
3 lines of code changed in:
Finished the first version of csSubRectangles. It seems to work
now so it is ready for using in the lightmap combination code.
Note however that the algorithm used in csSubRectangles is not
very sophisticated. It is a start to see how far we go. Optimization
can come later.
96 lines of code changed in:
Work on emit loader.
1 lines of code changed in:
- Moved csRect from csutil to csgeom. First I believe it belongs
there, and secondly I need csRect for another new class that
I'm going to put in csgeom.
- Started new csSubRectangles class. This class represents a region
from which you can allocate smaller rectangles until the region is
empty. This class is going to be used for combining lightmaps
efficiently into a bigger texture (OpenGL). It is currently not
operational yet.
240 lines of code changed in:
Helped Wouter write the emit loader/saver.
Also added emit to user.mak and scf.cfg.
13 lines of code changed in:
Some small bugfixes, since emit fails to compile on mingw.
3 lines of code changed in:
a sound renderer using the artsd soundserver that comes with the aRts system (see www.arts-project.org). this is not operational yet (well at one point the tt testprogram worked, but after an evening full of moving code back and forth im sure it wont now)
1494 lines of code changed in:
Added more features to the emitter particle system
- you can specify an attractor for the particles. Particles tend to go
towards the attractor point. The attractor point is gotten per particle.
You can also use a NULL attractor - none will be used.
- The bounding box of the system is now pretty smart - each time a particle
is started or moves, the bbox is updated.
- you can use either rectangular sprite2ds or you can use regular shaped
(n-sided) sprite2ds with this particle system.
18 lines of code changed in:
Added an emittor particle system. This is a very configurable particle system.
It has the following options:
- you can set the particle start position, start speed, start accel from
a host of generation functions.
- during the lifetime of the particle, the color, alpha, swirlyness of
movement, rotationspeed and scale are animated. These values are
interpolated from given values.
This particle system should be able to also do the behaviour of the
fountain, rain, snow, fire and explosion particle systems.
(But those are probably a little more efficient at what they do).
217 lines of code changed in:
Automated Texinfo @node and @menu repair.
4 lines of code changed in:
More work to CS/VC docs...
10 lines of code changed in:
Beginings of overhaul of CS/Visual C++ docs.
Thanks to Andreas Hofler for info on Visual C++ 5.
To be continued...Watch this space... :-)
104 lines of code changed in:
Minor update.
4 lines of code changed in:
Update.
6 lines of code changed in:
Did yet another optimization in the OpenGL renderer. When dynamic
lighting modifies a lightmap no new texture will be generated but
instead the old cached lightmap state will be reused (using
glTexSubImage2D).
67 lines of code changed in:
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